Logo Platform
logo amplifiers simplified

Combat Balance Mod

Reply
Copied to clipboard!
7 years ago
Feb 10, 2018, 12:50:58 PM

I really like it so far. It adds more interesting decisions in the design and combat phases.


I've re-modded above it to change a few things (more base CP and reduced CP gains from the "2 * ship types" tech which singlehandedly won me some games in the past, made counters a bit softer so that it's not straight "energy vs shields and armor vs kinetics", reduced accuracies a bit), and I'm having lots of fun in ship battles.

0Send private message
7 years ago
Feb 10, 2018, 1:13:21 PM

What additional changes did you make?


That's a good point actually, I was meaning to alter the CP unlocks.

Updated 7 years ago.
0Send private message
7 years ago
Feb 10, 2018, 10:07:01 PM

Just had a quick game with the mod, didn't get too deep into it but the feel is good. Noticed you changed around the battle cards a bit too... I wouldn't have removed the -10% damage from Power To Shields, it kinda makes sense for it to be there.

Otherwise great job! Thank you for your efforts. :)

0Send private message
7 years ago
Feb 10, 2018, 10:14:25 PM

These are temporary values, but :


-Kinetics 

        <Modifier TargetProperty="ShieldPenetrationFactor"      Operation="Addition" Value="0.4"          Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="HullPlatingPenetrationFactor" Operation="Addition" Value="0.2"          Path="ClassModuleWeapon" TooltipHidden="true"/>
       
        <Modifier TargetProperty="LongRangePenalty"             Operation="Addition" Value="0.8"          Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="MediumRangePenalty"           Operation="Addition" Value="0.5"          Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="ShortRangePenalty"            Operation="Addition" Value="0.2"            Path="ClassModuleWeapon" TooltipHidden="true"/>


-Missiles

        <Modifier TargetProperty="ShieldPenetrationFactor"      Operation="Addition"        Value="0.5"      Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="HullPlatingPenetrationFactor" Operation="Addition"        Value="0"      Path="ClassModuleWeapon" TooltipHidden="true"/>

        <Modifier TargetProperty="LongRangePenalty"             Operation="Addition"        Value="0.1"        Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="MediumRangePenalty"           Operation="Addition"        Value="0.5"     Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="ShortRangePenalty"            Operation="Addition"        Value="0.8"        Path="ClassModuleWeapon" TooltipHidden="true"/>


-Lasers
        <Modifier TargetProperty="ShieldPenetrationFactor"       Operation="Addition" Value="0"        Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="HullPlatingPenetrationFactor"  Operation="Addition" Value="0.6"        Path="ClassModuleWeapon" TooltipHidden="true"/>
                                                                 
        <Modifier TargetProperty="LongRangePenalty"              Operation="Addition" Value="0.55"          Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="MediumRangePenalty"            Operation="Addition" Value="0.1"          Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="ShortRangePenalty"             Operation="Addition" Value="0.55"        Path="ClassModuleWeapon" TooltipHidden="true"/>


-Beams
        <Modifier TargetProperty="ShieldPenetrationFactor"      Operation="Addition"        Value="0.3"        Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="HullPlatingPenetrationFactor" Operation="Addition"        Value="0.6"        Path="ClassModuleWeapon" TooltipHidden="true"/>

        <Modifier TargetProperty="LongRangePenalty"             Operation="Addition"        Value="0.2"            Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="MediumRangePenalty"           Operation="Addition"        Value="0.2"            Path="ClassModuleWeapon" TooltipHidden="true"/>
        <Modifier TargetProperty="ShortRangePenalty"            Operation="Addition"        Value="0.2"            Path="ClassModuleWeapon" TooltipHidden="true"/>


So:

-Defenses always have at least one weapon with zero penetration, because then it's just another way of saying "that defense value doesn't ever actually apply and we might as well give its real effective value".

-Shields are more effective overall than kinetics but are limited in how much they can soak. And it gives a use to the "Power to Shields battlecard", because there's no point in boosting a defense if it would deplete before the ship dies anyway.

-Energy weapons are still more effective against armor, but not to the point where it's useless.

-Accuracies are lower overall. Beams got a debuff in accuracy, but have good penetration. So now they have two shticks : being range-independant, and being more decent than other weapons against defenses.


I'll fiddle around with these values but for now it allowed the AI to give me a harder time beating its fleets.


I wouldn't have removed the -10% damage from Power To Shields, it kinda makes sense for it to be there.

Same. I think the original values were good : your fleet drains power from weapons to assign that power to shields. Sacrificing offense for defense is a good tradeoff, makes for interesting decisions.

Updated 7 years ago.
0Send private message
7 years ago
Feb 11, 2018, 8:13:57 AM

By the way,


This change works by reducing the base damage dealt of all weapons vs. shields to 50%, then adding 50% back for projectile weapons so that they continue to deal 100% damage vs shields,

How did you manage that? I've looked into all the files, I've found the 50% base damage to shields, but not the 50% added to projectile weapons...

0Send private message
7 years ago
Feb 11, 2018, 1:47:16 PM

Regarding Power to Shields, I removed the malus since shield absorption is so niche in itself that taking a penalty for it was not worth. I will look at adding maximum shield capacity to that card now, and reducing the efficacy of Turtle further.


Yes, you can reduce penetration and accuracy even more but this inflates the value of railguns and blast effect batteries unless you also adjust those down. It will also make squadrons far more compelling slot wise.


You were not able to find the 50% added back to projectiles as it is not there. It seems it got lost when I edited the file from scratch. Thanks for that find.

0Send private message
7 years ago
Feb 11, 2018, 7:26:48 PM

Update 0.2

  • Moved CP cap unlocks to military stage progression. Swapped 2 CP per hull to Stage 3
  • Assigned battle tactics found in curiosities to techs, and re-arranged existing play decks
  • Restored damage to shield modifier for Projectile weapons
  • Resolved issue with AI diagnostics
Updated 7 years ago.
0Send private message
7 years ago
Feb 11, 2018, 11:05:10 PM

Well, it's less about reducing absorption and more about making it less binary. I've increased those values since.

As for accuracy, the issue is that a 100% accuracy value makes flotilla morale bonuses less interesting, unless the oponent has dodge.


I think a small (25%) increase to HPs could be beneficial, lots of ships still blow up before the final phase.

0Send private message
7 years ago
Feb 12, 2018, 1:49:56 AM

From a game design standpoint, it would be less consistent, but far more interesting to change things that have values assigned to 100% to 95% (d20 chance of rolling 1) or 90% (d10 chance of rolling a 1.)


As for my feedback, I feel that things shooting for ships to blow up during the final phase should be a goal if all ships are using a completely balanced loadout for both offense and defense. Personally, I did like ES1's balance of it being possible to come out of a fight with both sides only taking about 10-25% of total damage to their repsective fleets if they successfully countered each other's weaponry.


I agree with Railgun's assessment that increasing shields would go pretty well to achieve that balance.

0Send private message
7 years ago
Feb 12, 2018, 4:04:42 AM

Shields are already significantly increased - effectively doubled, and then some thanks to shield reload, when it comes to energy weapons - from the base game. WIth this mind are you convinced that a further increase is still warranted?


Accuracy is mostly a factor for projectiles, true, and I don't have much of an issue with that since it does require optimal combination of tactics, defenses, and now the EMP torpedoes. You are right that an adjustment to 90% may be fair, I'll consider it.


The other issue with accuracy is that the flotilla match ups are not fully predictable nor even fully working as intended. There are instances where tactics 'mismatch' and either side ends up unable to fire, even when within firing arcs, or there are cases where you are out of firing arc or range in a way you cannot fairly anticipate. Until the devs release their coming rework of this system, I am hesistant to reduce accuracy as it would only exacerbate this.

Updated 7 years ago.
0Send private message
7 years ago
Feb 12, 2018, 1:26:59 PM

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.

Updated 7 years ago.
0Send private message
7 years ago
Feb 9, 2018, 3:43:14 PM

It does not, almost every single value in the game is directly additive, not multiplicative. Trust me, I tested this one to make sure it works.

0Send private message
7 years ago
Aug 3, 2018, 6:09:49 PM

Compatibility update for Supremacy release has been pushed. Let me know if there are any issues.

0Send private message
0Send private message0Send private message0Send private message0Send private message
7 years ago
Aug 9, 2018, 7:41:54 AM

Must be a steam issue, the G2G Balance mod is also offline.


/edit: G2G back up again, but all of Aitarus mods seem gone. Doesnt really make any sense to play without the combat mod for me, so please Aitarus, help! ;)

Updated 7 years ago.
0Send private message
7 years ago
Aug 11, 2018, 7:12:52 PM

Same here. All of your mods disappeared. Any ETA? They are great. 

0Send private message
7 years ago
Aug 11, 2018, 11:17:43 PM

For the record: Aitarus did retire from Endless Space 2 nowadays and did remove the mods from steam. Not sure, if he or his mods will strike back one day.

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message