I am attempting to help balance out the multi player aspect of entrenchment.I plan to keep the changes simple and keep the game original and balanced.This is my first version and addresses the most common issues.Feedback will be greatly appreciated and useful.I will update and make more balance changes if this is supported.Here is the change log of the first version.
Enforcer sheild points increased by 50.Enforcer hull points increased by 50.Antimedium damage vs veryheavy reduced to .65.Antimedium damage vs medium reduced to 1.25.Seige frigates slots reduced to 10.Starbase construction in enemy well penalty increased to 2.5.Carrier strikecraft build rate penalty increased to 75%.Advent Fighter hp increased from 40 to 70(squad-360 to 630).1 armorTec fighter hp increased from 60 to 105(squad-360 to 630).1 armorVasari fighter hp increased from 85 to 145(squad-340-580).3 armorCarrier speed incresed to 500.Adjusted turning speed of overseer and subjugator.Subverter hull points increased by 100 and shield by 50.Subverter price increased to 450/110/100.Increased turn rate of light frigates.Incresed number of levels for assualt spec to 3.Doubled cost of am for repulse.Assailant shields increased by 40.Illums hull reduced by 70.Changed wave damage upgrades to tier 1,2,4.
0.1
Adjusted price for wave damage upgrades.
0.2
Fixed Seige slots.
0.3
Updated game files(Thanks to kyogre12 game files and thanks to Mooster).Increased deceleration for light frigates to 700 from 500.Will help them from overshooting their target.Moved wave damage up to tier 2,3,5 and adjusted prices.
0.4
Hopefully fixed last bug.Increased celio's sheild restore ability from 2.5 to 5.Dunov no longer needs to face target to cast emp blast.
Just unzip and place folder in entrenchment mods and it should work.
Here is link for dl: http://www.filefront.com/14222259/MindsEyes-Balance-Mod--0.4.zip/
Let me explain a few of my changes and the intentions.The sb build time increase is for early game because I and some others feel it is op rush unit.To balance this out I added a 3rd level to its build speed ability for later game assualts.Some complain that late game its really hard to get a sb up.
I balanced fighters off a small scale and I hope it scales up.I used 1 fighter squad against 1 jav and 1 flak frig.With an advent squad the squad was dead about the same time as the jav.So with slower build times flak will be really great at keeping their numbers down but at the same time fighters should live long enough to do serious damage to lrf.
Antimedium vs veryheavy was to help out the lrf vs hc delimma.They do 10% less damage to hc.The change vs medium was to help lf live longer to be useful.
I dramaticly upped the turn rates of overseer and subjugator for better use.
Lots of people complain subverter dies to quick so I gave it more life points.Hopefully this will help them do their job a bit better.
I upped celio shield restore to 5 from 2.5.I have always felt celio is semi broken because I never see them online.Hopefully this will be enough incentive to research them more often and become a useful ship of the fleet.Also with the buffs to vas and advent support I felt this is clearly justified.Combine with a hoshiko it will knock dps down 25 which is equal to the subjugator.
The rest are self explanatory.If this gets supported and generally has a demand for it I will make small tweaks to caps and other balance issues.I want this to be a mod that is generally accepted and played by the online community.I cant make everyone happy.There will be more tweaks and versions of this as the cumminty playtests and I get general feedback.
For future patch I would like to make the overseer 2nd ability useful so I will be looking for suggestions on that.
Hey up the antiheavy vs heavy by 25% to boost Lfs usefulnesss and give enforcer and and the vas lfs 2 more damage points.
Thanks empreb I will take this into consideration for future patches.I would like to get some more feedback and testing before I make another patch.I ave given the enforcer 100 more points of life over stock to help tweak it out of the weak side for its cost.That means every 10 ships you get you get 1000 more hp over stock.Not a bad bump.I wanna do small changes at a time and see how things go so I dont get it out of wack.Lrf do 25% less damage to lf and Im hoping thats all they need to do their job.They are cheap and easily spammed so I wanna get some more feedback before I buff them again.Also fighters should greatly be enhanced for taking out lrf which also helps their cause out big time.
Basicly in your game their is only Vasari and Advent?
Nice try but just as broken....Does TEC exist in you mod.
Man... I'm sorry but I have to be honest.
I appriciate what you tried to do, but this doesn't really rebalance the game. C'est la vie.
I loaded mod but encoutnered errors. I skipped past the errors and it ran. But I noticed that advent siege was still 14 supply. Not sure about toehr thigns, can't really test well vs AI cause AI sucks.
What's the problem? He addressed most of the points of contention. No one has been calling for a buff of nerf of any TEC frigate as far as I am aware of. The carrier changes are for all People always compalin about inability of Subjugators and Overssers to deploy their abilities. Increasing their turn rate might fix this. But I have not yet vetted weather or not it makes a difference.
It will.As I said this first version is to test out interest and fix the major problems.These major fixes should get us much closer to balance.There isnt as much of demands for tec fixing as the fixes I put in.Please feel free to suggest and discuss needed fixes for tec or anything else that is broken.As I stated I wanna keep it original but have as many online players as possible accept this.So everyones opinion is important.
I will look into it astax.Pretty sure I changed all siege frigs to 10 let me check and I will have it fixed.
Ok let me know if its 10 or 14 in your mod. If it is 10 soemthign is wrong with my mod then :/
Bear with me just a bit guys.Im trying to playtest too but this is the prob astax the ai does suck for testing.This is geared for mp and I need people to test.
Ok I made mistake with seige frigs but I got it fixed sorry for the hassle.Thanks astax.
Astax what other errors did you have?
Simply here one spoint wer eyou fix 1 problem but create a new one.
Illums were overpowered and by populer demand and calculations illumes fix was to reduve it's hull from 620 to 500 and armor from 2 to 1.
1. What you did was reduce lums by 70 and increased assailants by 40. What happens to TEC? Lums are still more power againt TEC so TEC still get's wiped. Plus you broke Vasari vs TEC now TEC will have an even harder time againt Vasari too. You helped fix the problem for Vas vs Advent but you screwed TEC on 2 fronts now.
2. Fighters HP increase by 75%, okay cool they last longer againts flak but now fighters can't fight each other eficiently anymore? Again fixed one problem but you created a new one.
I know you want to do good however you can't look at JUST the problem at hand you need to see and predic what other problems you might be creating. Witch to me is somehting you didn'T look very hard at. IF Ironclad would have posted this as their next patch I would have ben screaming their heads off.
BTW I'll give your this info Advent carriers and Flak in them selves are way above TEC and Vasari. Infact I am runnign numbers on every unit and their isn't a single advent ship so far that isn't OPed compared to TEC, Vasari. Then more I calculate the more I shake my head in disbelif.
Do you knwo this is a case? Please reserve your theory craft while we test the actual mod.
I don't need to test it I know just from the math.
And I also know form my own mod were I am changing values on thing by .5 .1 and gettign profound impacts ingame. So I know a 40 increas ein assailant means TEC will get creamed by booth now.
List of errors:
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseCarrier.entityLabel: renderShieldLine Number:54Line Contents:maxAccelerationLinear 100.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseHeavy.entityLabel: renderShieldLine Number:92Line Contents:maxAccelerationLinear 125.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseLight.entityLabel: renderShieldLine Number:89Line Contents:maxAccelerationLinear 200.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseLongRange.entityLabel: renderShieldLine Number:95Line Contents:maxAccelerationLinear 150.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseSiege.entityLabel: renderShieldLine Number:125Line Contents:maxAccelerationLinear 130.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseUtility0.entityLabel: renderShieldLine Number:92Line Contents:maxAccelerationLinear 100.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePhaseUtility1.entityLabel: renderShieldLine Number:92Line Contents:maxAccelerationLinear 100.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePsiCarrier.entityLabel: renderShieldLine Number:55Line Contents:maxAccelerationLinear 100.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePsiHeavy.entityLabel: renderShieldLine Number:93Line Contents:maxAccelerationLinear 125.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePsiLight.entityLabel: renderShieldLine Number:90Line Contents:maxAccelerationLinear 200.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePsiLongRange.entityLabel: renderShieldLine Number:99Line Contents:maxAccelerationLinear 150.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePsiSiege.entityLabel: renderShieldLine Number:120Line Contents:maxAccelerationLinear 130.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigatePsiUtility1.entityLabel: renderShieldLine Number:93Line Contents:maxAccelerationLinear 100.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigateTechCarrier.entityLabel: renderShieldLine Number:54Line Contents:maxAccelerationLinear 100.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigateTechHeavy.entityLabel: renderShieldLine Number:92Line Contents:maxAccelerationLinear 125.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigateTechLight.entityLabel: renderShieldLine Number:90Line Contents:maxAccelerationLinear 200.000000
Text FileArchive missing Label.File: C:\Documents and Settings\Astax\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\MindsEye's Balance Mod -0.2\GameInfo\FrigateTechSiege.entityLabel: renderShieldLine Number:122Line Contents:maxAccelerationLinear 130.000000
My guess is you used old TXTs to build your mod and the like about renderShields was added after probably in 1.03.
Also I shoudl note when you say stuff like "Fighter hp incresed by 75%." It would be helpful to list the starting and ending values. Same for damage, list the original modifier so it tells people unfamiliar with the numbers which way you moved on the issue.
You should also maybe collaberate with Raging. He is trying to do the same thing, might as well join forces, unless you feel you will not agree ont hings.
Ok the original game was not designed for balance per unit.Javs are cheap and cost less fleet supply.Illums and lrf in general were not a problem when carriers worked right.I have attempted to fix the carrier issue and therefore should have fixed lrf issue.If you are tec and see assailents then you should try for carriers with fighters.Also tec scouts work well against assailents as proven via Raging Amish.Fighters will fight each other the same it will just take them longer to kill each other.Changing one unit to much can have drastic effects on entire gameplay(carriers).If we find tec is broken I will gladly patch to fix it.
Well I did pm raging and havent got a reply. Good suggestion astax on the description I will try to update it soon.
Then that will break something else, and soemthign else and so on. Basicly exatly what I said would happen.
Hmmm.I have forge 3 tools are they not up to date?Everything seemed to work fine for my game.
EadTaes please. You are trying to say it's impossible so he shouldn't try? Well maybe he won't get it perfect, but he sure can get it better than it is.
Fighter vs Fighter has been broken for ages. The way mechanic worked always, the squad with more fighters prevails. Unless you micro hold position, in which case the person who holds position wins air war. So no the world will not end if the fighters fight each other a bit longer.
so lets do a MP test then, I'd be more than willing to join up! We could do it tonight. Too much testing is done in SP.
Not saying it can'T be done. Saying it's the wrong way and that to do that way he will need to change alot fo things. It's a big can or worms.
If this is regards a jav vs assailent matchup the only way I can see making this balanced is to make them identical.I gave lrf a pretty good nerf with the fighter hp increase so lrf spam should be alot less.
what is your version of the game? it is 1.03 right now. It is not possible for this to run correctly if you have 1.03 since they changed the rendershields in 1.03
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