[WIP] FRBs, Foraven's Stellaris rebalance mod

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RedTemplar

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Glad you like. I did increase stations health from vanilla but i'm reluctant to buff them more. I want small fleets to still be able to do damage, jacking station health too much means anything but doomstacks are viable and i want to avoid that. I shrunk how far from each others stations can be and improved their firepower and range, that should be enough. Anyway, my tweak to guns firepower should make building larger ships and stations more viable and nessessary.

I think your balance is pretty good - the extra buff (I have most stations at 3x vanilla HP, and gave the end game crisis stations big damage and armor buffs) are more out of my personal desire than anything else. I think your mods to the game have been awesome so far.
 
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Foraven

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Things are going well, i'm almost done with the next version. New modules in-game, made a few tweaks here and there and pretty much everything i wanted in is. I added the localisation files in but most will be in english for now (until i get some help or babelfish them). Anyway, the word is SOON.
 

Foraven

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New version is out. I'm attempting a new balance concept so big ships are more desirable despite the high investment. Not sure how it will turn out so feedback are more than welcome.
 

Mordachai

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you mean Sots ][?
("the abomination spawn of lies to the community & gross mismanagement at Kerberos")
Yes, that was and is miserable. Don't play it. Still mod Sots prime. :D Modding Stellaris now as well. Looking forward to seeing your choices as well.
 

Panpiper

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Mod has been updated to 1.6.2, but i have already another fix in the work (stations auras). If anyone has bugs to report it's the right time to do so.

I run a lot of mods, so I am not sure this bug is yours. There is a station module available in my game called "Tachyon Lance Defense Module". I do not recall researching it, but I have surveyed a ringworld, so I might have gotten something there. However as I was naturally curious as to what it was, at one point I clicked on it. It was instantly installed onto my station, no cost, no build time, and no take backs. It cannot be built over. Sadly this was a station I had been grooming to be one of my primary big ship yards with all module slots used (I am just using FRB for stations, no extra slots), so I pretty much had to start a new station from scratch as this one was now basically broken. I am anal that way.
 

Johnny Canuck

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I run a lot of mods, so I am not sure this bug is yours. There is a station module available in my game called "Tachyon Lance Defense Module". I do not recall researching it, but I have surveyed a ringworld, so I might have gotten something there. However as I was naturally curious as to what it was, at one point I clicked on it. It was instantly installed onto my station, no cost, no build time, and no take backs. It cannot be built over. Sadly this was a station I had been grooming to be one of my primary big ship yards with all module slots used (I am just using FRB for stations, no extra slots), so I pretty much had to start a new station from scratch as this one was now basically broken. I am anal that way.

FWIW, I noticed the same thing, and I only use your mod plus No Clustered Starts and Select Starting Ruler's Traits.
 

Foraven

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New version up. Fix a few things like the Tachyon Lance Defense Module showing up on station and a few other mistakes. New ship behaviors should all work and be used by AI.
 

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Argn, don't know why it took me so long to notice; Strikecraft giving extra evasion to their carrier. I'm sure it used to work back in 1.0.3 but i never truly tested it since. Sad but seem fighters are quite useless, they just charge enemy ships like missiles and die pretty much the same way. Not sure i can really fix that, seem like a major vanilla bug.
 

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New version up. Fixed the strike craft bug giving carriers extra evasion. Also buffed strike crafts and gave them new projectile graphics.

Can't do much about Strikecrafts apparent uselessness. They die quickly to PD fire and upping their HPs don't make them last much longer due to how many PDs fire at them. Evasion don't seem to work on them, but that would be the best solution for them.