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.
Oh btw these are the things That I belive you got right in yoru mod and that I do support and might/probably will copy into mine.
Seige frigates slots reduced to 10Carrier speed incresed to 500Subverter hull points increased by 100 and shield by 50Subverter price increased to 450/110/100Increased turn rate of light frigates (By how much?)Adjusted turning speed of overseer and subjugator. (By how much?)Doubled cost of am for repulse.
Good work Mind's Eye, a good balanced mod holding to original is a well worth the effort, i haven't dl your mod yet, but look forward to it. If this balances nicely, and you look to know what to balance and it should, then even for single player games the enjoyment factor should go up.
Will dl tonight and let you know. Thanks for the great work so far!
-Teal
You should stop.
stop what?
I increased sub and overseer by a ton.They both went up to 30.LF up to 15.These units are very agile now.You can get subs and overseers to do 180's hehe.It might be a bit much but I was gonna see on the feedback.
Sorry for the all the updates I didnt know the newest version of forge was outdated and everything ran smooth on my game.Yes mine is up to date I play online.This is my first mod and ended up being a bit more complicated but thanks for patience.Hopefully all bugs are gone now.If you see any let me know and Ill fix asap.
Thanks for the compliment Teal
Cool I have a free day tomorrow. I will give your latest release a go. I'm excited about Overseer changes, though I'm not sure if Subverter changes will be enough :/ Price increase is always a pain. I'll have to see. Subverter survivability suffers most fromt he fact they are in middle of enemy formation when they enemy wakes upf rom the stun. They tend to target closest thing, which will naturally be the subverter.
Well let me know how it goes.It got an extra 150 life points in total.I know the increase is a pain but I felt it justified that you pay to make it stronger.It costs the same as an overseer and has an extra point of armor.
One last bug found this release:
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 -0.3\GameInfo\FrigatePhaseLongRange.entityLabel: renderShieldLine Number:95Line Contents:maxAccelerationLinear 150.000000
Also I played this one time vs AI today, about to plays econd time. I was Advent and played vs TEC. And I noticed the new values on illuminators and such, but they were still good. I tend to play 4x speed vs AI anyhting less is too boring, so I was rollign the AI pretty good. At one point he had like 7-8 carriers vs my 14 flak. My flak decimated his fighters still. I don't think the HP did a damn thing judging from that encounter, I think the problem is the hit rate? I guess need to playa gaisnt a person to see for sure.
ok I played vasari vs advent and advent AI squadrons inside a starbase and hangers seemed to stay inb the air pretty good vs flak. I could not exterminate them all till I had lot of flak and few fighters myself.
I replaced that file so hopefully all is well now.I will prolly be online tonight if anyone wants to play a game just let me know.The major player in the inbalance I believe is the carriers and I am wondering how it pans out in a human battle.
Indeed the most difficulte part of thsi balance is getting the Carrier and flak balance just right. But I think I got that solve as in my thinkering I inadvertedly and quite conviniently created a "slider" that will adjust (with game play and feedback) the balance jsut right. For 20 squads of fighters if I increase the damage modifier of antiverylight vs verylight by 0.1 I reduce the number of flaks needed by 2. If I reduce the damage modifier by 0.1 I increase the flaks needed by 2. Justa question of dialing it to actual game play, currently it's set at 20 flak for 20 squadrons but the flak seem a bit underpowered in that senario. But befor e playign with it their is an otehr tweak I want to do first.
Flak should be a very hard counter to strike craft. I'm generally not a fan of hard counters, but I really think a few flak frigates should go a long ways towards taking out enemy strikecraft.
IF you have then you have what we currently have. Uselss carrier and lots and lots of LRF spam. It cannot be to hard a counter. When things counter to hard it breaks the game. Currently fighters are also to hard a counter on LRFs. We are looking into that as well, I have my own idea on that I talk about with MindsEye he seems to liek it as a well I will consult with Raging Amish on it as well. As I explaina bit earlier I managed to create and isolated slider for flak vs fighter that we can use to do that balance. But for the bomber and lrfs balance vs fighters it's going to be a bit more tricky. We will have to chose our poison as we say as the choise will have some effects on other parts of the gameplay. Just how much of a change remains to be seen but it should not be to drastic.
well good job on your mod Mind. That game earlier i felt it was far more balanced than before. Enforcers were actually a threat to your illum fleet. fighters lasted longer againt flack and overseers worked great. I dont know about TEC but they will probably be quite balanced.
Keep up your good work,
_|~Uber
Thanks Uber
Have been playing your mod, very very nicely made. There are some things im not quite used to yet, but just a few things and im getting there.
Any more feed back on how it is working for the multi-players?
Would like to hear.
Take care,
Just curious, did you try changing the firing angle on the Overseer and Subjugator abilities to allow them the needed targetting buff without making the whole ship ultra nimble?
Good luck with the mod!
From my inspection of the gamefile so far Cykur it is imposible to chnage the firerign angle of the abilitie. They are only 2 values possible. TRUE or FALSE. So either you need to face the target or you don't and you cna cast 360. Their is no wya to make it 180 or anythign else. So without ebeing able to give an angle you can only adjust the turn rate.
I'll probably copy what MindsSye did as well as simple making it 360 cast takes abit away from the flavor of the game. Only IC could rework the game and give the abilities a cone of fire.
Ahhh, thanks EadTaes! I saw people talking about changing ability angles in so many posts I assumed it was possible.
A 360 ability probably makes more sense than a support cruiser that spins on a dime. Especially for the cost of the Overseer and tech level of the Subjugator. It might require some additional tweaking of stats so the ships didn't get too powerful. Overseers and Subjugators require so much micro to use well that by the time you have them, you are more inclined to throw swarms of lesser ships around than to try and fiddle with a few awkward support cruisers.
there is a firing angle on the advent antimodule frigate that reads "foward tilt" i believe, it is listed after the weapons details, if that is what you mean, i dont know about number values however, such as 90, 180 or whatever. But i know that the tilt is in there, i have seen it myself.
Thanks for the info Teal I'll look into it.
Sorry guys I been on a job last week where I had to get up at 3am and got home by 6pm.Then had to go to bed by about 7 so I havent been online much.
I didnt want to make sub and overseer a 360 because then they would be just like hoshis.I wanted to keep the uniqueness between units.Also this would make them fleet support units like the hoshi.With the turning changes they are semi fleet support but still mainly cap support ships.Making them fleet support units would seem to cream tec.
Played a game with V today.We tested out fighters vs flak and lrf.He had 10 carriers with 20 fighter squads and I had 20 flak and 20 ilums.I killed 2 carriers while he killed all ilums.At the same time my flak killed almost all of his fighters.He prolly only had 10% by my last ilum.This battle lasted a min or 2.We tested this in revers as I had 7 hosts with 21 fighters and he had 21 flak and lrm.He killed 1 carrier and halved the life of the other by the time I killed all lrm.Same time I killed all his lrm my fighter force was near 10%.
I felt this is very balanced and invite others to try it out if they are sick of lrf spam.
Just to clarify I played TEC
Oh and for putting the time and effort into hopefully balancing the game
That seems pretty good
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