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Combat Balance Mod

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7 years ago
Feb 14, 2018, 8:44:19 PM


        <Modifier TargetProperty="HullPlatingAbsorption"  Operation="Percent"  Value="0.3"  Path="ClassGroup//ClassShip"/>



That should do it. Tooltip's a bit ugly.

What it does is multiply the value listed on plating modules by 1.5. So Damagereduction = 1.3 * absoption / (hullweakness + 1.3 * absorption).

Doing this to hero skill could be great too.



Edit :


Vanilla files :


        <Modifier TargetProperty="HullPlatingAbsorptionPercent"  Operation="Percent"   Value="0.55"  Path="ClassGroup//ClassShip"/>


Your file :
        <Modifier TargetProperty="HullPlatingAbsorptionPercent"  Operation="Percent"   Value="0.5"  Path="ClassGroup//ClassShip"/>



That doesn't increase by 50% of the existing value, it gives a +50% flat absorption. I think you should work on the HullPlatingAbsorption values instead.

Updated 7 years ago.
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7 years ago
Feb 12, 2018, 10:31:57 PM

Back after another game with the updated mod. It was a quick one. I don't think moving the CP to era unlocks was a good idea, both my friend and I, maybe not top level but experienced players, were very quickly overwhelmed by the "impossible" AI who were building ships like crazy, there is no way we could have kept up with that. My friend was eliminated not long after the early game phase while I might have carried on for longer but after my fleet getting beaten by the Cravers I was just counting down the turns until my eventual demise.


All in all, I think the CP unlocks enable the AI, especially on higher difficulties, to churn out ships like there is no tomorrow and we found it impossible to keep up with that. Probably moving it back to researchable tech would be wise.

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7 years ago
Feb 13, 2018, 12:04:06 AM

Thanks for the feedback, will look at that and compare. I have noticed that the Endless level AI I was playing in my latest test match are far more capable of deploying decent ships, which has provided a welcome increase in challenge while still being quite comfortable.


There were many situations before where AI at high difficulty was easily caught out by it simply forgetting to research CP, or by it catching you out by taking Universal Aerodynamics - the +2 CP per hull unlock - before you did, essentially providing them fleets of double the size. The aim of this change is to make the unlock more gradual and to avoid the circumstances you ended up in - it's also true that the CP techs are must-have, so the decision making there was inhibited. 


What CP did you have at the time compared to that of the AI?


If you were against Cravers, I would not attribute this match to the mod. They are currently way overtuned and there is little that can be done to hold them back on higher difficulties if you don't start ASAP. I disable them for this reason to avoid playing 'Endless Cravers 2'.

Updated 7 years ago.
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7 years ago
Feb 13, 2018, 1:18:10 AM

On the matter of CP unlocks, I have always thought it would be better to have the per hull unlock as the first CP tech and have it unlock +1 CP per hull type instead of +2. Then each successive CP tech would add a bigger CP boost. Or would that still make CP unlocks too drastic?

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7 years ago
Feb 13, 2018, 7:52:09 AM
Aitarus wrote:

Thanks for the feedback, will look at that and compare. I have noticed that the Endless level AI I was playing in my latest test match are far more capable of deploying decent ships, which has provided a welcome increase in challenge while still being quite comfortable.


There were many situations before where AI at high difficulty was easily caught out by it simply forgetting to research CP, or by it catching you out by taking Universal Aerodynamics - the +2 CP per hull unlock - before you did, essentially providing them fleets of double the size. The aim of this change is to make the unlock more gradual and to avoid the circumstances you ended up in - it's also true that the CP techs are must-have, so the decision making there was inhibited. 


What CP did you have at the time compared to that of the AI?


If you were against Cravers, I would not attribute this match to the mod. They are currently way overtuned and there is little that can be done to hold them back on higher difficulties if you don't start ASAP. I disable them for this reason to avoid playing 'Endless Cravers 2'.

You're right about the Cravers being a specific threat but it wasn't just them. The UE, Horatio, Sophons, all my neighbours had large fleets too fast. And the bonuses the AI gets on high difficulties makes it easy for them to keep producing more. I was playing Riftborn (one of my weakest factions but this time I thought I was doing pretty well until...), I was able to research enough to have the CPs unlock but wasn't able to fill the fleets on time.
It will definitely require more testing on my part if you say that this wasn't an issue in your games.


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7 years ago
Feb 13, 2018, 1:57:21 PM
Slashman wrote:

On the matter of CP unlocks, I have always thought it would be better to have the per hull unlock as the first CP tech and have it unlock +1 CP per hull type instead of +2. Then each successive CP tech would add a bigger CP boost. Or would that still make CP unlocks too drastic?

Yes, I have moved the per hull unlock to the first stage so it will be there in the latest update.


twimpix wrote:

Riftborn (one of my weakest factions but this time I thought I was doing pretty well until...),

Did you choose Scrap Kings as your quest reward? -30% ship construction cost. 


More testing and feedback would be welcome, for sure.

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7 years ago
Feb 14, 2018, 9:45:05 AM

Hi, great mod! thank you very much for sharing it with the community.

But I have seen you reduced the defense bonus provided by some battle cards, if you increase the defense of modules but you decresease the bonus of the battle cards, isn´t the result the same as not improving the defense of the modules? (except for the critical tweaks)

One thing else, maybe it just happened to me, I have to play more with your mod, but in the first game I have played (turn 70 right now, impossible difficulty, normal speed) the IA is only making fleets with full projectile weapons and full projectile defense, I have to play more to see if this happens in more games...but I would like to ask if it is also happening in your games.


Thanks again for your mod! I think combat need some balance and you nailed it.

Updated 7 years ago.
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7 years ago
Feb 14, 2018, 2:41:33 PM

Thanks for the feedback. You're welcome, I'm glad it's proving of use.


As for the battle cards, the issue is that Turtle for example providing a flat +55% hull absorption, which is fully additive and meant that with just a few hull plating modules you could get high or complete projectile mitigation, countering an opponent fleet entirely. This felt like too much, so it had to be tuned down. The main concern with regards to offense vs. defense surrounds energy weapons and shields, since plating has 'always-on' mitigation, it is the more reliable defensive and combined4 with Turtle it can hold off projectiles well. 


It cannot do the same vs. energy, which makes energy the better choice if such high projectile defenses exist. So, it had to be brought down.


On the other hand, Power to Shields was providing 75% shield absorption which is not actually that useful, as the higher your shield absorption the faster your shields deplete and the sooner you are left with no defenses. I replaced it with 50% shield capacity so they remain active longer.


That is an interesting report, as I had some issues also with the AI not retrofitting its designs. What design ships were you using? The AI is meant to - and usually does - retrofit to counter the fleets the player is using.

Updated 7 years ago.
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7 years ago
Feb 14, 2018, 3:40:37 PM

OK! now I understand why you tuned down some battle cards. thanks for the detailed explanation.

I did not know the AI was supposed to counter the player designs. I am quite new to the game, so for the moment I am equiping my ships with a little bit of everything. But when I saw the AI fleets I only had small attack ships, with a module of misiles and a module of lasers, and two shields and one hull reinforcement. So for the weapons it make sense they go full projectile but for the defense modules they should go with a little bit of both.

I started to make Hunter ships with one module of each for weapons some turns ago, so the AI maybe will retrofit his ships and balance the defenses, it is only turn 76 so I will keep an eye on it. I will let you know when I have more info (if you dont mind).

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7 years ago
Feb 14, 2018, 7:22:11 PM

Uhm...

Your critical hit modifiers...


    <SimulationDescriptor Name="CriticalHit" Type="CriticalHit">
        <Modifier TargetProperty="ShieldAbsorptionValue"        Operation="Addition" Value="0.5" Path="ClassSalvo"/>
        <Modifier TargetProperty="HullPlatingAbsorptionValue"   Operation="Addition" Value="0.5" Path="ClassSalvo"/>
    </SimulationDescriptor>


They don't see to do what they should do. It seems they BUFF the absorption value.

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7 years ago
Feb 14, 2018, 7:41:36 PM
Railgun wrote:

That's a good catch. Thanks, will push an update for it.

Updated 7 years ago.
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7 years ago
Feb 14, 2018, 7:53:10 PM

You should make it a multiplier I think.
Also, maybe you should make the battle card Armor absorption bonus a multiplier (1.3/1.4, something like that) to make it less powerful ? And to avoid making it so strong even when one doesn't actually USE armor.

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7 years ago
Feb 14, 2018, 7:59:34 PM

That actually hadn't come to mind, and would be a better way of handling both. 


Done and uploaded latest update 0.21:

  • Moved 2CP per hull down to Stage 2 for more gradual upscaling
  • Rearranged a few tactics
  • Reduced the free movement speed provided by Science and Explo techs (0.3 each, down from 0.4)

Integrated G2G Balance Mod:

  • Modifiers for Blast Effect Battery, and restored its original production cost. Increased base damage
  • Cooldown increase for EMP, and restored original duration

Reworked:

  • Critical Hit modifier to be multiplicative. They will now halve mitigation values, rather than subtract a set amount
  • Turtle to also be a 50% increase of existing projectile absorption
  • Get Lucky to provide x1.5 existing Critical Chance
Updated 7 years ago.
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7 years ago
Feb 4, 2018, 5:12:50 AM

Hi, I would like to try out your mod but have been unable to find it on Steam or Moddb. I noticed you updated this post recently, so I figure the mod must still be active but I'm just having no luck locating it...

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7 years ago
Feb 14, 2018, 8:54:24 PM

Mods are okay. But what to do if i dont like nonvanilla? It's fine, but es2 looks like not a game for modding.

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7 years ago
Feb 14, 2018, 9:14:24 PM

Are you on the Amplitude Community Discord? It'd be more convenient to discuss the mod regularly there.


Edit: I see now your proposed approach to this. You're right, Railgun.


On further investigation and a clarification, it appears that both have the same result. 


I ran 0.5 Percent on HullPlatingAbsorptionValue through the interpreter formula and then compared it against the one with HullPlatingAbsorptionValuePercent and they are identical. It does not appear to be additive, after all, nor are the Hero Skills since they are ran through similar interpreters - and the ones that add penetration do not, as I had first thought, add it directly, but through a 'Factor' intermediary property. I'll restore a number of these accordingly.


This is good news, more than anything, as it means only the ship enhancer modules were directly additive.

Updated 7 years ago.
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7 years ago
Feb 17, 2018, 5:39:03 PM

Update 0.23

  • Amended some hero skills
  • Corrected flak tooltips
  • Emperor Module for Sheredyn: +20 Influence per CP destroyed

Squadrons:

  • Increased fighters damage
  • Increased squadron speed by a factor of 50%
  • Set Flak Evasion on squadrons to base 50%
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7 years ago
Feb 19, 2018, 2:46:17 AM
Aitarus wrote:

Thank you, I am glad that you enjoyed it and I hope you do with the other mods also. Any feedback is always great. :)


Regarding the siege, it was inspired by Rogue One's 'single reactor ignition' where they have the Death Star precision target a location on the planet without destroying it. Mostly it is to try and make the cracker more useful than it is currently without reducing the charge up timer.


I hadn't yet tried your mod but I am inclined to suspect that +500 siege damage for the core cracker is quite excessive and also contradicts its purpose. Core crackers are used to demolish an enemy system with no intention of capturing it so there's no point adding siege boni to it if you don't plan to turn it into an oversized titanium A2S slug. (You already get something like 450/turn siege damage if you stack maximum number of A2S slugs on a carrier/Ark... you get the point.)


Please consider reducing the charge up timer instead.

Updated 7 years ago.
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7 years ago
Feb 19, 2018, 1:29:17 PM

The charge up timer has already been reduced by devs according to game speed. On Fast, it is only 2 turns. As it stands, the core cracker has no worthy use so I wanted to provide an alternative incentive. Considering the construction cost and the fact that it cannot equip weapons, I am not convinced that it's always a desirable alternative to slugs.

I will have a think about it. Thank you for the feedback.

Updated 7 years ago.
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