Author Topic: Some mini mods  (Read 5324 times)

Offline TechSY730

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Some mini mods
« on: November 12, 2020, 01:59:35 pm »
A couple of mini mods. Extract them into XMLMods folder.

NOTE: ReinforcedHomes.zip is for the current stable version, not the balance change in the beta. See below for a version for the beta version (which will become the main version once it goes out of beta)

Details on exact changes are in the ModDescription.txt's

  • Reinforced Homes: Gives player homeworlds a little more teeth by letting them get (almost) all buildable structures the other command station types have.
    Note these are base values, the actual cap in game goes through a variety of multipliers.
    For example, turrets in-game only get 1/5th the caps listed in the data
    Quote
    Home command station memberships:
    Engineers: 5 -> 7 (matching Logistical station)
    Forcefield Generator: 0 -> 1 (note this is the normal forcefield generatior, the home will still also have its special forcefield)
    Tractor Array: 6 -> 8 (matching Military station)
    Tachyon Array: 3 -> 4 (matching Logisitical station)
    Focused Gravity Generator: 0 -> 2 (matching Logistical station)
    Paralysis Minefield: 0 -> 5 (matching Logistical station)
    Sentry Frigate: 0 -> 3 (matching Logistical station)
    Ambush Turret: 0 -> 60 (matching Military station)
    Beam Cannon: 0 -> 5 (matching Military station)
    Factory: 1 -> 2 (matching Logistical station, Military has 3 but that seemed overkill)
  • LessLongHacking: Reduces some of the really long hacking times to be still long but a bit less so. No more 5 minute hacks, more like 3 minute hacks now.
    Keep in mind these are base times. The actual in-game time goes through a variety of multipliers.
    Quote
    Spire Archive Extraction: 300s -> 240s
    Provoke Vengance Strike: 300s -> 260s
    Grant Dark Spire Ship Design: 300s -> 130s
    Render Vengeance Generator Vulnerable: 300s -> 260s
    Access Outguard Beacon: 150s -> 110s
    Grant Dyson Ship Design: 300s -> 130s
    Increase Dyson Unit Production: 300s -> 140s
    Increase Dyson Max Strength: 300s -> 140s
    Decrease Dyson Unit Production: 300s -> 140s
    Tame Macrophage Telium: 300s -> 240s
  • Artillery Golem Infinite Range: Grants the Artillery Golem infinite range, so it doesn't try to kite (and likely careen into something that will kill it). Warning, this applies to AI Artillery Golems too.  ;)
  • Support Factory Ranges (DEPRECATED, drone guns have been removed): Implements many of the suggestions by CRCGamer in https://bugtracker.arcengames.com/view.php?id=24070 to make support factory drones useful again after the drone changes, which proved to be a rather ugly nerf to many support factories (I will likely deprecate this mod if the linked issue is ever fixed in vanilla).
      This does NOT currently fix Outguard units that are supposed to spawn drones but currently aren't, see https://bugtracker.arcengames.com/view.php?id=24080

    Quote
    (DEPRECATED) Combat factory: Range 12000 -> 18000
    Overloader Combat factory: Range 12000 -> 18000 Drones per salvo: 1 -> 4 Rate of fire: 3s -> 9s
    Backdoor Combat factory is unchanged
    Rejuvenator Combat factory: Drones per salvo: 1 -> 2 Rate of fire: 3s -> 6s
    Scrapper Combat factory: Range 12000 -> 15000
« Last Edit: January 18, 2021, 09:36:58 pm by TechSY730 »

Offline TechSY730

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Re: Some mini mods
« Reply #1 on: December 26, 2020, 11:37:22 am »
Update:
Artillery Golem Infinite Range
  • Is now considered a cosmetic mod, meaning you can turn it on and off in a game without breaking save compatibility.
Less Long Hacking
  • Increased hacking time of TameTelium (it is still well below vanilla though)
  • Is now considered a cosmetic mod, meaning you can turn it on and off in a game without breaking save compatibility.

(Sadly updating those attachments reset download counts  :'()

Reinforced homes is still considered a "real" mod since it changes fleet memberships. I may change this in the future though if it makes it too inconvenient to post saves.

Also as noted, "Support Factory Ranges" is now DEPRECATED as the original big is now fixed (drone guns have been reverted)
« Last Edit: December 26, 2020, 11:39:29 am by TechSY730 »

Offline TechSY730

  • Core Member Mark V
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Re: Some mini mods
« Reply #2 on: January 18, 2021, 09:36:14 pm »
Major balance changes in Beta version 2.716, but as it is beta, I am forking Reinforced Homes into a beta version for these changes.

Description:
Quote
Gives player homeworlds a little more teeth by letting them get (almost) all buildable structures the other command station types have.
By TechSY730

Note these are base values, the actual cap in game goes through a variety of multipliers.
For example, turrets in-game get 1/5th the cap defined the in the data

Home command station memberships:
Engineers: 12 -> 14 (matching Logistical station)
Forcefield Generator: 0 -> 4 (matching Military station, Logistics has 6 but that seemed overkill) (note this is the normal forcefield generatior, the home will still also have its special forcefield)
Tractor Array: 16 -> 22 (matching Military station)
Tachyon Array: 7 -> 9 (matching Logisitical station)
Focused Gravity Generator: 0 -> 6 (matching Logistical station)
Paralysis Minefield: 0 -> 15 (matching Logistical station)
Sentry Frigate: 0 -> 12 (matching Logistical station)
Ambush Turret: 0 -> 156 (matching Military station)
Beam Cannon: 0 -> 13 (matching Military station)
Factory: 1 -> 2 (matching Logistical station, Military has 3 but that seemed overkill)

 

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