RAKK Community Balance MOD v1.01
My first official release is out. I'll bet there's some issues in here still, but I think I got most of them.
Many thanks to Kitkun. Saved me a lot of hassle with balancing the caps.
To anyone reading this, you're here because the released version of Sins is NOT balanced. This mod is purely to address balance issues and at least bring the game closer to ideal balance. I'm not going to claim that I fixed all of the balance issues, but I believe that I got pretty close.
When I mentioned that I wanted to take a stab at balancing the game, I immediately had a plethora of messages in my private message folder. Some had suggestions. Others were asking to work together on the mod, and to those people, I meant no disprespect by no not repsonding immediately.I want this mod to be more of a community effort. So i've started by balancing the game in ways that are either overwhelmingly needed or with such little tweaks that no one will get in a twist about.
My thanks go out to Kitkun and Kyogre12. Thanks for the jump start guys. I hope you guys stay involved with this.
To the guys who have asked to work together, you're going to have to understand something about how I work. I'm very slow to trust the work of others when we're doing the same project. I get stuck on my own way and if I don't get my way, I tend to go off on my own. I get that this is childish, but for something like this mod, I'm willing to listen, but it needs to be damn convincing.
No one has to play this mod, but I hope the community does. If we can get the community to rally around this mod or any other balancing mod out there, this game could take leaps and bounds.
I'll work with people. I'd rather have this mod be a communal effort than just me.
This mod will use Occam's Razor: The Simplest Answer will be the right answer.
You will need WinRar to unzip the program. At least that's what I used and the mod worked. To install the mod you need to take the folder and copy it to
XP: C:\Documents and Settings\Username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03
Vista: C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03
>>>The MOD (Fixed)<<<
>>>THE MOD W/O Hotfix (Just in case you want to do it yourself)<<<
Balances
Ship Stat Adjustments:
Scouts:
The Scouts needed adjustments. With the way the game is set, the Advent scouts are ungodly strong, the TEC scouts are in the middle, strong, good enough to take out Illums, but still weaker than Advent, and Vasari scouts are extremely weak.
I set the balance marker here at just a little weaker than the current Advent Scout. I made TEC scouts do a little more damage but be a little less tough than its counterparts. The Advent scout has had it's health/shields nerfed slightly. Vasari is in the middle in both cases. This is creating variety in the units. The Advent unit is more of a meatshield capable of doing significant damage. TEC scouts are not as tough, but do more damage (not much but enough).
Vasari has been adjusted so that they're as tough as TEC scouts but don't do quite as much damage. They can capture neutrals. When you see the Vasari stats, you're going to go "holy crap, Amish, that's too much". Look at the Advent scout. It's entirely counterable and I've only made the Vasari scout compare to that.I swear, all I did was balance the numbers. I'll gladly show you the numbers if you would like to see them, but take my word for it. Vasari scouts were pathetic in combat.
Also, it's worth noting in the old state of balance scouts CAN beat light frigs. I've fixed it so they no longer do.
Ship Dynamics: The scouts all work as anti-lrf now, so Vasari has gotten some love. Advent and TEC haven't changed too much overall.
Basic Assault Frigates (AKA Light Frigates):
The light frig stats are actually only slightly changed. I fixed it so that there's a better balance in dps among the ships. Most of the stats here didn't even change. I wasn't aiming to change the light frigs significantly through the stats of the unit.
I kept the Disicple and Cobalt pretty close in stats. I kept the skirmisher close in toughness, but I lowered it's dps slightly. This is because the ship gets reintegration, so it needed to reflect that. The nerf isn't much, but the Cobalt and Disciple do more dps.
I gave these ships a +25% damage bonus against heavy armor. This puts the anti-heavy bonus at 175%, or +75% damage when attacking heavy armor. Effective eh?
Ship Dynamics: Overall, the toughness of all of the ships has been balanced. The DPS has been adjusted to a ratio of about 2 dps per ship slot as opposed to the previous stats. The Skirmisher was upped to 12.5 dps. I felt a 10% nerf in dps was necessary because this ship gets reintegration. Ironically, I still upped its damage from regular sins.
Long Range Frigates (Illum FIXIN TIME!):
I changed this class pretty significantly. What I've done is used a slightly revised version of what I suggested in previous posts. Overall, I've taken LRFS and taken them to a balance where they are all just a little tougher overall than the current Assailant. For Illums and LRMS this is a 10% nerf in toughness. For Vasari, I have not made the Assailant any tougher. They come out early and can be upgraded like crazy.
This can and probably will be changed, but I feel that since I nerfed the LRFS a little, and have buffed scouts and fighters directly, that nerfing lrf's might be a bit excessive and put them in obsolescence. I want to see and hear results from people playing people before I nerf these further.
Ship Dynamics: What I've done is overall nerfed the class by 10% in toughness. Assailants are where they were. I did not touch the DPS. Only the H/S stats. I want lrfs to be like archers, so I may be nerfing their health a little bit more, but it will be slight increments, not gigantic leaps that throw things out of whack.
Seige Frigates:
I haven't changed the actual ship stats, except for ship slots, which you can read below in the chart or follow in my later section on other changes. The only change here of note is I made Advent seige frigs scost 100 creds and 10 metal less than they do now. They are still the most costly seige frig, but they cost 25% more than their counterparts, which is a bit much dont ya think?
Ship Dynamics: Still frail. Fewer ship slots. 10 per instead of 14 (Which is ridiculous, devs what were you thinking)
Anti-strikecraft Frigates (AKA Flak):
This class was pretty varied. Vasari flak easily came in third, but I think we all know Vasari flak are still strong enough to crush fighters, so what I"ve done is set the bar just slightly lower than current Vasari flak. You'll see what I mean when you look at the stats. Overall, flak got a pretty significant dps nerf, but I think I've kept it so that flak do enough to destroy fighters significantly.
Vasari flak had to be buffed. It didn't compare to its counterparts. Buffed in health and shields, but nerfed in damage.
I felt I needed to readjust my changes here. Cykur noticed that I was nerfing flak, when instead, I should just buff fighter health. So, what I've done is instead gone in and adjusted flak to all bring about the same amount of impact as current Vasari flak. Some are tougher than others, some do more damage than others. Look below to see.
Basically, TEC and Advent have been nerfed, Vasari slightly buffed. Advent flak was unbelievably strong.
Ship Dynamics: Overall, still meaty beasts. Don't do as much damage as before so won't counter lrf's/bombers as effectively anymore, but still, overall, their role is a bit more defined now.
Total H/S
Carriers
I made only a small change here. The Adent carrier houses 50% more squads, but is only 25% tougher than its counterparts. I made it 50%. Other than that, no changes.
People have complained about doing this, since Advent carriers are already very very tough. I feel the same way, but not just about Advent carriers. I gave light frigs +25% against heavy armor, so they can and WILL destroy carriers.
Ship Dynamics: Overall, expensive as hell, but tough as hell too.
Heavy Cruisers (Time to fix the Enforcer)
The Glaring weak brother here is the enforcer. It was buffed everywhere. Kodiaks and Destras remain untouched.
Ship Dynamics: Should beat just about anything now. The Enforcer's dps is slightly lower than it's breatheren because of reintegration, much like with the skirmisher
Strikecraft (JESUS TEC had weak strikecraft)
Odd balance here. I didn't change much. I just balanced these ships. TEC was very weak in both categories, so I buffed them.
I gave fighters a 20% toughness blanket buff. This is to help with the fact that they die too quickly to flak. In addition, I buffed all anti-strikecraft abilities by 20% to correlate with this buff.
This shouldn't have too much effect on bombers, but we shall see. They're already very tough. They may be readjusted later.
Antimatter cost of strikecraft raised by 25%.
Ship Dynamics: Strikecraft work this way now. They won't die as quickly, but they won't be replaced as quickly either. I did this so that fighters can actually stand a chance to do their job, BUT IF THEY ARE LOST, the person who destroyed the strikecraft has time to get the carriers before strikecraft are back out in significant numbers. Get it? Also, TEC just got the boost it needed to compare.
Other Adjustments:
v.9 adjustments
v.91 Adjustments:
v1.01 Adjustments
Capital Ship Adjustments
I've included many changes from Kitkun's mod, HOWEVER, I've changed some things. Changes that I didn't agree with are in red. I put changes that I got rid of in strikethrough.
TEC:
Kol: Buff
Guass Rail Gun: Change damage from 300/550/800 to 400/650/900, change cooldown from 6/6/6 to 6/5/4, change AM from 75/75/75 to 75/67.5/60, increase range from 5000/5000/5000 to 6000/7000/8000.
Flak Burst: Buffed 20% in damage to correlate with fighter buff.
Adaptive Forcefield: Fine as is.
Finest Hour: Fine as is.
Sova: Buff
Missile Battery: Change AM from 125 to 110.
Embargo: Change Duration from 60/90/120 to 60/120/300. Fix bug where higher levels disables the effect of stopping tradeships. (Embargo rush is good on small maps, useless on larger maps. Increased duration on higher levels takes income down longer.)
Heavy Fighters: Change Damage bonus from 10/20/30 to 20/40/60, change Armor bonus from 1/2/3 to 2/4/6. (Only affects the Sova itself, but gives the craft much more damage while making them much more durable.) (I made the change big because reall, this ability will affect 7 squads at most)
Rapid Manufacturing: Change Duration from 45 to 240, change Cooldown from 120 to 360.
Akkan: Buff
Colonize+: Fix bug where free extractors do not always spawn. Change Range from 5000 to 6000, change free extractors from 0/1/2 to 1/2/4. (Colonize just a bit sooner with increased range, and brings the bonus a bit more in line with the Vasari.
Ion Bolt: Change AM from 85/85/85 to 85/80/75. (AM intensive, gives more incentive to level it up. Only good for interrupting anyways.)
Targeting Uplink: Change Accuracy bonus from 5/10/15 to 6/12/18, change Range bonus from 8/17/25 to 10/20/30. (Allows Flak to take out SC just a bit faster and gives the longer ranged TEC ships a bit more of a boost.)
Armistice: Fine as is.
Dunov: Buff
Shield Restore: Fine as is.
EMP Charge: Change to 360-degree targeting.
Magnetize: Change to interrupt.
Flux Field: Fine as is.
Marza: Buff
Radiation Bomb: Fine as is.
Raze Planet: Fine as is.
Incendiary Shells: Allow it to stack, change Damage/Sec from 3/4.5/6 to 1/2/3, change duration from 15 to 8. (Increasing damage several times should hurt a lot.) Unchanged. This ability costs no antimatter, so really it's a matter of do you risk spending antimatter on radiation bomb and raze planet or purely on raze planet but get the passive incendiary shell bonus?
Missile Barrage: Bump up graphics more.
Advent:
Radiance: Buff
Detonate Antimatter: Fine as is.
Animosity: Fix so that debuffed ships cannot attack other ships with any weapon that could attack the Radiance. Add 2% Mitigation, change cooldown from 35 to 45. (Actually makes it useful, since as is you just give a new order.)
Energy Absorption Armor: Fine as is.
Cleansing Brilliance: Fine as is.
Halcyon: Buff
Telekinetic Push: Does 20% more damage to correlate with the fighter buff.
Adept Drone Anima: Change extra Drones from 1/2/3 to 2/4/6.
Amplify Energy Aura: Fine as is.
Anima Tempest: Change from 30 drones to 60 drones. (Six extra squadrons worth. A real tempest there.)
Progenitor: Mixed
Colonize+: Change Cost reduction from 20/40/60 to 20/35/50, change cost reduction duration from 360/360/600 to 300/450/750. (Blasphemy, I know. This ability is insanely awesome as is. This allows you to still get a good bonus, and can wait a bit longer if you don't have the cash already.)
Malice: Change target cap from 8/16/24 to 12/20/28.
Shield Regeneration: Change shields restored per second from 37.5/50/62.5 to 37.5/47.5/57.5. (Another awesome ability. Ready the flames, plz.)
Resurrection: Fine as is.
Rapture: Fine as is.
Revelation: Buff
Reverie: Fine as is.
Guidance: Fix Autocast to not target ships with no active abilities. Add 3/6/9 AM recharge.
Clairvoyance: Start with Autocast off.
Provoke Hysteria: Fine as is.
Vasari:
Kortul: Buff
Power Surge: Change Shield recharge bonus from 75/150/225% to 300/600/900%, add 40/80/120 Wave damage.
Jam Weapons: Change Range from 3500/5000/7000 to 6000/7000/9000.
Disruptive Strikes: Fix to apply from Pulse Beams.
Volatile Nanites: Change debuff range from 2000 to 2500, change damage upon death range from 1000 to 1250, change damage upon death from 150 to 200. (A bit more useful against large fleets.)
Skirantra: Buff
Repair Cloud: Fine as is.
Scramble Bombers: Kill this ability. (Move it to Lasurak or something.) Replace with an ability that allows the Skirantra's Fighters to slow enemy strikecraft by 8/16/24% and slow regeneration by 30/60/90%, allow the Skirantra's bombers to apply this to non-strikecraft.
Microphasing Aura: Fine as is.
Replicate Forces: Change from 3 copies to 10 copies. (Much more useful in smaller groups.) I felt 10 would make the skirantra deisrable.
Jarrasul: Mixed
Colonize+: Change Duration from 240/480/720 to 240/360/600, add 1/2/3 extra constructors. (Building structures really, really fast for a short while. Not like you're going to take this over others often.)
Gravity Warhead: Fine as is.
Nano-disassembler: Change Armor reduction from -2/-4/-6 to -1/-3/-5. (More blasphemy. This ability just eats ships as is.) I didn't change this, but I wanted to highlight this. SInce I balanced the game, I felt this ability actually deserved the nerf. Assialants don't suck ass as much any more.
Drain Planet: Fine as is.
Antorak: Buff
Phase Out Hull: Change Duration from 6/8/10 to 16/20/24, allow sub-light engines to stay active. (Allows it to be used more defensively. Facilitates hit and run attacks.)
Distort Gravity: Add 100/200/300% rotation rate, change phase jump interference negation from 100/100/100% to 33.3/66.7/100%, add 25/50/75% phase lane destabilization negation, add 10/20/30% phase jump antimatter cost reduction.
Subversion: Change build rate penalty from 50/100/150 to 100/200/300, add damage over time to amount to 8/12/16% of planet health and 5/7.5/10% of population, change AM from 100/100/100 to 100/110/125, change cooldown from 75 to 150, remove stacking. (Powerful now. For damage, remember that it's over 5/7.5/10 minutes.)
Stabilize Phase Space: Fine as is.
Vulkoras: Buff
Phase Missile Swarm: Change to fire Phase Missiles with 15/30/45% chance to bypass shields. (Again, more a bug fix.)
Deploy Siege Platforms: Change AM from 100 to 80, change cooldown from 55 to 45.
Assault Specialization: Fine as is.
Disintegration: Change damage from 200/sec to 120/sec, change heal from 187.5 to 120, change to bypass shields. (960 damage/heal in total.)
No problem. If you need any other help, just let us know.
Just making my self a bookmark
Interesting
Very good. Hope it works with the AI and LAN play as well.
Keep up the good work! Hope LRM is next.
you know its serious when an amish man has to get into modding.
Well Amish i hope this works then maybe some of us can play with a partly balanced game.
Partly? Let's go with COMPLETELY! LRFS Added. I should mention I've already changed the stats on just about every class in the game except capitals. Writing it up on the forums is taking a while though.
Nice work Raging.Looks like you put alot of thought and time into it and it will be a great mod.I have been thinking about making a mod to balance things out for awhile now but wasnt sure if it would be accpeted by the community.I hope the online community will accept one of our mods at least until the new patch.Is it ok to make suggestions and discuss you mod here?
Hells yes. What I'm really hoping is that between Eadtaes, Myself, you, and others that there can be a general consensus of what is and isn't balanced.
This mod so far is just me putting my ideas out there. I'm basically balancing out everything I think that falls into one of two categories:
1. The change is so small that no one will get in a twist. You see this in the light frig section
2. It's a generally agreed upon taht whatever fix/balance I made is one that everyone pretty much agrees needed to happen anyway.
I have my own ideas about how to further balance the game, but I've held a lot of them out. The most radical change I've included so far is to up antimatter cost of strikecraft, and that can be changed. I'm going to get this first run down of just basic fixes out the way. Then I'm gonna worry about everything else .
Thats how I felt.Im just out to fix the imbalance not create a new game.Seems like the best way for the community to accpet it is by not changing every aspect.I think your am cost for fighters could work but I would suggest redoing costs of jumps and total am storage and regen rates.The only prob with your change that I can see is carriers always being out of am due from jumps and battrle.I think it would require you to redo storage of all ships and jump costs(dont think you ca just change it for one ship).Maybe a smaller total am with small jump costs.Then your majority of am would be reserved for battle but run out quickly which seems like what your wanting.
Awesome.
I'm going to try this out. Might even start hopping onto ICO to try it.
The 50% cost add on actually isn't all that much. 1 squad for each race costs 90/150 respectively for fighters/bombers.
I've made it 135/225 respectively. I think I'm going to lower this to 25% because 50% was probably a bit much, but my main goal was to make a small change to the mechanic of fighters so that they aren't so easily replaced. I've also nerfed flak so that they aren't lost so quickly. In practice, I'm hoping what these two changes mean is that 1. Fighters are lost at the same rate, but 2. They aren't replenished quite as fast allowing people to hit the carriers before new squads can be produced.
Also, I should mention I haven't finished listing the stat changes. I changed the Advent Carrier and HC's too.
Good plan.
Also- how are the build penalties on carriers working on your MOD? and do carriers still have AM?
I didn't change the build penalties. TBH with you right now I'm just trying to get everything I've done out there first.
Carriers still have antimatter. I haven't done much with them. In flak vs. fighter, I've nerfed flak damage (i will post it soon, promise), I've balanced the fighters (TEC buffed basically), and I increased the antimatter cost of strikecraft. I'm going to touch on a lot of other issues in the game.
What I want to do is get a list of what's done, and what's coming. I want to build up a list of what's coming so that I don't make zillions of mods, but rather say one every week/2 weeks or as necessary if I really screw something up.
woah raging did you change your post to include much more info than before!!
To be honest, I like this format cause not everyone know what exactly you did, but I don't get how did you get the total cost? did you just add up the numbre of credits, metal and crystal need or did you use a specific calcuation method
He use the calculation were metal and crystal is worth 5 times that of credits.
This is really cool Amish, I would love to pla- erm, get beaten by, you to help test it some time.
Two things though...
please put up the changes you made to carriers, flacks and hcs (ya, I know your going too, but w/e)
and second...
Amish, you play vasari, right? (or, at least I have seen you play vasari the most...)
cause...
it looks like when nerfing you nerfed the vasari slightly less than the other races... and when buffing, buffed vasari a bit more than the other races.
NOW, I realize that on average vasari ships are much weaker than their counterparts before you started messing with them...
...but lets not forget that vasari get their space egg, +15% fleet supply, orky, and phase stablizers, and phase missles... and neutral capture on their scouts.
but... once again, you havent posted all the rest of what you have changed, so perhaps I will wait to say "I dont think the seemingly most-played race needs buffing" untill I know a bit more of the facts. (and play around with your mod in game)
That has crossed my mind.
I will be adjusting asteroid fields, plasma storms, etc so they have 1-2 neutrals.
I want to do one of two things. Either cut neutrals by a paercentage so they don't produce as much in general. Currently they make .69 on fast. I'd probalby lower that to .35-.50. Otherwise, maps will heavily favor vasari players like you've said.
Ideally I want to see if I can mess with the random map generators to stop the map screwing.
The other option, and I'd need help with this, is to put an allegiance factor on neutrals. I don't know if that's even possible, but it would take the imbalance out of neutral heavy maps.
Well 1 way I know you could make neutrals be affected by allegiance would be to make them colonisable. But this is only a dummy colonisation As their would be no logistical slots, no tacticals and it would have a planet healt of 1, no builders. It coudl work that way. You migth how ever need to give it the exploration upgrade since artifacts and other bonus might spwn there now. But doing event hat would be prety hard. I know I don't have the skills or undertsanding of the game files yet to do it.
If you'd like more info on it or for me to make it mroe clear hope on my TS or get on Xfire.
can we dowload the beta verison of yoru mod. i want to test it. but from what you have posted it looks good. ill be back with more thoughts later
The Mod is posted superfleet. There's a link in the post.
pretty cool
Ok just a played the mod vs 1st warfleet and lets just says vas kicks ass now. yes he was advent and the deciding we had equal fleet (mind he had a sb) and I kill the SB and got out of there with little loss to come back and pown his fleet.
Vasari has been balanced, but now we enter a different balancing factor. The neutrals give them a heavy advantage. Not to mention the mobile starbase. This requires balacning on my part, and that's why this is just a beta. I'll be working on a second version. Can't get all of the game balanced in one go now can I?
The neutral advantage is now too heavy. Unfortunately, I have to at the least nerf the neutrals. I realize this may cause some whiplash, but before it was Vasari are weak and rely on neutrals which are random. You had no guage on how strong Vasari would be. Now, neutrals need to be a nice luxury, not a huge advantage like they are with the balancing of the Vasari.
Nice thing is though, I won't make you wait 3 months+! (probably more or less 2 days for the second version of beta)
like empreb said vasari are very tuff now. i think you have overpowered vasari slightly. in the gaem it said vasari lfs did 15 dps. also you didnt upgrade the advent lf at all, forcing me to use weakend illums agisnt emprebs stregthened vasari fleet. his fighters, lrm, lf, and flak ripped apart my fleet of illums and flak. you have overpowered vasari to say the least. i will continue to test advent vs vasari to determine what needs to be changed and by how much. please pm me when hte new version is out.
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