ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
The 1.1.14 beta has been released and the devs are all getting out of the office for the first time in ages.
In retrospect some of the math they used was... not what was intended. Meedoc proposed a fix, but given that he is on vacation isn't implementing it. So I took it upon myself to make a quick change and mod for others. My solutions are different than Meedoc's, but I think he'll agree with me when he gets back that his modification wasn't sufficient to make the change he intended.
Feel free to take anything you want from it. Posting in the thread so I can keep up with what other things people are doing with Endless Space would be nice, but don't feel you have to.
What you'll Experience
Smaller ship defenses will be 200% more effective, Medium ship Defenses 100% more effective.
Ships will do more reliable damage and there is much less potential mechanic abuse.
Glass cannons will be less effective, although still the best ship design.
Actual Changes
v0.0.1
Removed all passive modifiers to defense modules in ShipDescriptor.xml
Reverted all HullWeakness values to 100 in Hull.xml
v0.0.0
I found out I'm incompetent and Meedoc helped me fix my script errors. Thanks Meedoc.
The exact mechanics are beyond the scope of this thread. See the previously cited thread for more precise details. Additionally, the files are available for your viewing and are quite small.
In general though, I removed the passive modifiers to defense modules and set all hull weaknesses back to 100. These modifiers resulted in decreased damage efficiency and severely reduced (or enhanced) defensive capabilities. They contained changes to ship accuracy and modifications to hull weakness. Removing them simplifies the game mechanics and makes them more consistent. Keeping them results in unexpected trends in damage and defense, the direction of which depends on the combination of modules you use, rest assured it was not something you'd want in a predictable system. Now, more weapons = more damage and more defenses = more defenses, this was not the case previously.
I think that the changes to base hull weakness was a good idea, but it was centered at the wrong point. Currently weapons are just too damaging. I also currently thinking that the firing rate of all weapons should be set to the same rate and that range accuracy should be switch back to how it was in 1.1.9. It seems like too many changes were applied at once to different parts of the code which resulted in a unplanned outcome.
I can't make any solid numbers, I just knocked off the long hanging fruit. Creating good damage mechanics are the domain of the folks with all of the combat mechanism available so that math and simulations can be done. I've just been reverse-engineering formulas and using the information provided by the devs. There were just so many different combat mechanics proposed during the Disharmony production that I think they've been swamped by too many what-ifs.
The changes to hull weakness were intended to make lower CP ships less attractive for massing (by making them more easily lost). I don't see where more defense modules were not resulting in more defense either.
1.1.14 increased weapon damage by up to ~300%, it also reduced defenses (the actual amount varies depending upon how you want to arrange your defenses). As to how defenses were resulting in less effective defenses, please see the previously referenced thread: /#/endless-space/forum/33-strategy-guides/thread/14058-accuracy
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