Info: I'm taking a break from the game, until 1.1 rolls out.
So don't expect any updates until then.
Description
Tries to rebalance parts of the game which I, personally find imbalanced (multiplayer is not forgotten).Currently the balance revolves around sensors and the early game. I don't want to play a game where the effects of FoW is negligible.Great vision should be locked away in the tech tree, which it now is. eXploration is one of the X's in 4X, so lets explore shall we?
Version 2 reverts some of the changes from version 1. All manufacturing costs are now back to default, except the standard survey module. Sensors now have diminishing returns.
Each sensor gives -8% sensor range, which stacks with other sensors, so 5 sensors would be -40% efficiency FOR EACH sensor, AS WELL as for the cumulative amount (this is just how GC3 adds it up). So you can't stack as many now.Also a few changes to ship hulls. Constructor/Colony modules changed a bit to void some overpowered early game strategies.
Version 1 focuses on vision, deemed too valuable for the current price of sensors.Maintenance cost of sensors raised, to discourage early game sensor buoys, making them not-free in maintenance.Mass cost is untouched, as I want to make sure I don't break existing designs (or AI), for now.You want vision of the entire galaxy using standard ships? Prepare to pay for that privilege.This release also focuses on making starbases the primary bringer of vision, rebalancing the sensor upgrades for it, buffing their range significantly. Might receive an even bigger buff later.
Installation
PC: Unrar the folder BalanceMod, so it is at the root of "My Documents\My Games\GalCiv3\Mods"Afterwards it should look like this: "My Documents\My Games\GalCiv3\Mods\BalanceMod"
Mac: Do the same, just for the OSX equivalent folder.
-> Enable Mods in game options.-> Start a new game.
Cumulative Changes
- Constructor Module and Colony Module increased in mass cost: 45 -> 53 (To void putting colony/constructor modules on tiny ships). - Maintenance cost increase for survey modules 0.25 -> 1 (You won't have a lot of survey modules). - Prototype survey module: Increased sensor range from 3 -> 6 (The Thulium justifies this - it is a prototype after all). - Sensors: -- Now give -8% sensor range (To prevent turn 2 Eye of Sauron cheese). -- Maintenance increased slightly from 0,0,0.25,0.75,1.25 -> 0.25,0.5,0.75,1,1.5 (Maybe this will be reverted in the future, but it felt too cheap before). -- Updated sensor descriptions to warn against stacking. -- Navigational and Intersteller Sensors had the same manufacturing cost of 9 (bug?). Intersteller now costs 18 (yes Intersteller is spelled wrong (Interstellar)). -- Sensors get a percentage bonus, depending on the map size -> Format:(ShipSensor,StarBaseSensor):--- Tiny(-50%,-40%), Small(-40%,-30%), Medium(-25%,-15%), Large(0%,0%), Huge(+5%,+10%), Gigantic(+10%,+20%), Immense(+15%,+30%), Excessive(+20%,+40%), ---- Insane(+25%,+50%). - Standard survey module: Increased sensor range from 3 -> 4. Upped the manufacturing cost from 18 -> 54. - Starbase Sensors: Gets 2 times the range (I want starbases to be the primary bringer of vision, makes strategic sense to give them this job). - Ship hulls: -- Tiny: +10% movement. -- Cargo: -10% sensor range.
Version / Changelog
28-05-2015 v2.2 (1.02 opt-in) - Updated to be compatible with GC3 v1.02. All 1.02 changes have been merged into the mod. - Constructor Module and Colony Module increased in mass cost: 49 -> 53.
23-05-2015 v2.0- Reverted all sensor manufacturing costs.- Constructor Module and Colony Module increased in mass cost: 45 -> 49.- Sensors:-- Now give -8% sensor range.-- Updated sensor descriptions to warn against stacking.-- Navigational and Intersteller Sensors had the same manufacturing cost of 9 (bug?). Intersteller now costs 18 (yes "Intersteller" is spelled wrong).-- Sensors get a percentage bonus, depending on the map size -> Format:(ShipSensor,StarBaseSensor):--- Tiny(-50%,-40%), Small(-40%,-30%), Medium(-25%,-15%), Large(0%,0%), Huge(+5%,+10%), Gigantic(+10%,+20%), Immense(+15%,+30%), Excessive(+20%,+40%),--- Insane(+25%,+50%).- Nerfed the starbase sensors buffed last version, as a result of the above. Now only twice as good as the default, but the map bonuses should make it better overall; or worse, but that's ok for the smaller maps.- Updated sensor descriptions to warn against stacking.- Ship hulls:-- Tiny: +10% movement.-- Cargo: -10% sensor range.
22-05-2015 v1.0- Rebalanced ship sensors and survey modules, manufacturing cost raised by a factor of 3. This is a first pass, will probably be tweaked again.- The prototype survey module is left untouched, as it requires Thulium. Increased sensor range from 3 -> 6. The Thulium justifies this - it is a prototype after all.- Standard survey modules now has +1 sensor range 3 -> 4. The manufacturing cost of 54 justifies this. This will affect your starting survey ship.- Tweaked starbase sensors upgrades. From 3,6,9,15 -> 9,18,27,45. Hopefully they will be used now. They are still heavily tech dependant.- Maintenance cost increase for sensors. From 0,0,0.25,0.75,1.25 -> 0.25,0.5,0.75,1,1.5- Maintenance cost increase for survey modules 0.25 -> 1.
Feedback is appreciated.
Download Latest
Thanks goes to:
JorgenCAB for showing me where some of the XML were located.
you mentioned in there you'd like to make the sensor boosts map dependent but don't think that's possible (currently) a possible way to do it is just create a new "mod" for each map size. balanced for each, then if you find a way to combine later all the data is already there. since relatively few changes are being made it shouldn't be to labor intensive...maybe, I should look into how to mod before I make claims like that lol.
If that's possible, then that's not really something I'm interested in right now.
Would be a maintenance nightmare.
Giving this a shot.
Updated. V3.0 will probably be about weapons.
EDIT:
The sensors follow this curve, almost (the values in the graph are outdated, but the concept remains).
In this example, 7 sensors would give less range than 6. Tooltips are updated with an explanation as to why this is (I call it interference).
Unfortunately this isn't completely true, Thalan Tech Tree has an additional +10% capacity from Gravitonics tech, so a custom race with that tree + level 2 Dense + the various other techs for the trick can get 36 capacity on a Tiny hull, and are able to get all the techs needed for this with Intuitive.
Hm, damn. I'll fix that in the next release.
Thanks for reporting it!
EDITIf people wanna fix it themselves in the meantime, you need to edit ShipComponentDefs.xml in the Game folder, and search for "colony" and "constructor". Change "SupportMass" from 49 to 53.
The Iconian tech "Precursor Traditions" also gives +10% capacity.
I like the idea of sensors having diminishing returns. I don't know if I want your other balance modifications, current and planned. Due to the nature of how the mod folder works in GalCiv3 could you consider releasing your balance modifications as mod modules; sensors, hulls, weapons, and so on. We could then simply plug and play the modifications we fancy rather than either having to have the entire bundle, or having to strip out the bits we don't want.
Probably not tbh mate. A lot of the files overlap, and that means I have to keep track of multiple mods at the same time.
If you just want diminishing returns on sensors, and nothing else, just add this clause to ShipComponentsDefs.xml, for the various sensors (starts at line 800):
<Stats> <EffectType>SensorRange</EffectType> <Target> <TargetType>Ship</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>-0.08</Value> </Stats>
Thanks DarkNeuron for your reply. I've just deleted the ship hull defs and kept all the sensor stuff. Your mod hasn't yet sprawled, imagine how it will look in a few months. I'll keep an eye on your updates and tweak my version as need be.
A cap to sensors would make more sense then having additional sensors reduce the range. Personally I have done the early game sensor ships just to see what all the fuss was about. Unless your on a small map size it's really not that concerning. I'm on board with modifications though. In single player the AI doesnt do it, so it would be a players discretion if they wanted to. In multiplayer well that would be more a concern.
Yeah the jury is still out on what is best, but I like being restricted by game rules rather than my own willpower, when it comes to building sensor boats. I usually stay away from the very big maps, as it takes forever.
I've been playtesting all night on a large map, and it plays and feels pretty good so far. I'm relying on starbases for vision, primarily.
Regarding sensor caps, There is a property called "OnePerShip", which I kinda wish was "XPerShip" instead. So its a cap of 1, or none at all, which isn't optimal.
XPerShip would be a very helpful feature. perhaps it can be coded. I don't know you would have to find where OnePerShip is defined.
In the exe. One can't just add functions like that.
Afraid Stardock would have to add it.
Ahh yeah that would make it not modable lol
So iv done a play through to turn 120 (where I previously broke FOW with 931 sensor range) and my highest sensor range is 40. I only have maybe 5-10% of the map explored so this mod you made really pushed those sensors to where they need to be, excellent work!
Since you called this a balance mod and not something specific I assume youll be poking at other things to?
like the 95% cdr missles and mega fighters? *looks hopeful*
Glad it's working for you.
Yeah I plan on tweaking pretty much everything that annoys me.
Stacking engines is also high on the list. I don't want movement to be too extreme (it's ok that it gets pretty high lategame), as it strips the tactics out of the game IMO. I'd prefer it not extending beyond sensors, but haven't decided on it yet.
I have my eyes on this thread (https://forums.galciv3.com/465825/page/) as there are some good ideas in there, in regards to weapon balance, but not ready to move on it yet. Its an important area in the game, and I don't wanna mess it up.
Mega fighters? What are you referring to there? Carriers? Lots of problems with carriers
EDIT
As of 1.02, carriers have officially received a nerf. They carry less fighters now, so I'm not gonna touch it for now (if its still unbalanced I'll look at it).
Updated for the 1.02 opt-in.
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(42,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(88,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(134,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(164,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(210,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(256,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(302,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(348,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
C:\Users\sithrein\Documents\My Games\GalCiv3\Mods\BalanceMod\Game\MapSizeDefs.xml(395,12): error: element 'RiftAppearanceChance' is not allowed for content model '(InternalName,HexSectorRadius,HexSectorSize,Base,MaxHabitablePlanets,RiftAppearanceChance,StarboxDef,MinCameraZoom,MaxCameraZoom,MinMapBoundOffsetX?,MaxMapBoundOffsetX?,MinMapBoundOffsetY?,MaxMapBoundOffsetY?,MapGenSectorSize,NumAscensionPointsForVictory,GlobalCombatMods*,MiniMapIconScaleZoomedIn,MiniMapIconScaleZoomedOut,MiniMapIconScaleCurveToe,MiniMapIconScaleCurveShoulder,MiniMapIconScaleCurveInflection,MiniMapIconScaleCurveMin,MiniMapIconScaleCurveMax,MiniMapZoomLevels)'
soo that's what I get when I try to load the mod now I deleated old version, dropped in new. (didn't work) so I deleated mod folder entirely and vanilla loaded just fine, and it created a new blank mod folder, so I dropped mod back in. didn't work so I did a repeat of last time but redownloaded mod still nadda. didn't see any post about the mod not working so I messed around a bit (checked game integrity/ reinstalled base game ect ect). But after actually reading the errors it does indicate the problem stems from the mod filepath so I figured id post the report here for you look over.
in other news... the 'mega fighters' I was referring to was indeed carriers I had one game with 'early' late game tech (had max miniaturization/carriers/missles/hull rest was crap) where I put 7 advanced carrier mods and every fleet buff mod and 160 move speed on one ship. it spawned 35 fighters with better stats than I could I replicate on an equivalent hull size (small). made fights so utterly one sided I destroyed 2000 power from a faction in just 1 turn with 5 ships.
http://puu.sh/hOQFp/385671982e.jpg the game does seem to cap your max ship count at 64 which is why I ended up splitting up my 5 ships to do their own thing.
as for the weapon thread I did see some good ideas in there to. but they only touch on the base weapon stats, the missle cdr issue for example is in the tech tree. The tech tree is way to small I think to...but that's a whole new discussion lol
Yeah I get the same error, after a stealth game update.
I'll get on fixing it.
Thanks for reporting it tralken!
Ok a new MapSizeDefs property has showed up:
<MaxHabitablePlanets>
Which does what it sounds like. I've added it to my file, so the mod works again.
If it keeps breaking, I'll probably just wait until the official 1.02 is released.
EDIT2
Some more xml changes had snuck in, I've added those too.
Call it v2.2
working again thanks for the quick update!
Added to the compendium. Good work
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