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B4 0.7(? )Ship Hull/carrier spawn balabce mod v2.5 UPDATED late Feb/7/15

Posted on Friday, February 6, 2015

v2 & 2.5 notes a few posts down, but here, v1 notes immediaately below the quote here

 

V2.5 here

All of the above changes, plus the carrier spawned ships are now equipped with a DroneAI module  that reduces weapon range by a  -.75multiplier, damage by -.5 multiplier in addition to the stuff above.  detailed changlog notes in the zip file itself

Install directions.. assuming I got all of the proper files (I believe I did!), extract them all to their respective folders (galcivIII\data\schema\enums, galcivIII\data\english\text GalvivIII\data\game\ in the same arrangement they are in the zip file)

 

Nutshell version:

  • A drone AI module has been added, it grants +30 ShipRange (i.e. the see thing life support gives but more) aat the expense of -75% hp, -75% weapons range, & -50% weapon damage. (all types), this module is (hopefully) included on carrier module spawned ships.  combined with the hull changes, this might hit too hard, but feedback will tell since I'm heavily affected by the b4 patch 1 ctd bugs!  the 1 weight seemed reasonable given the penalties & lack of a need to keep the crew out of stasis
    • The modded cargo hull on an immense map with a DroneAI module can cover roughly a quarter/maybe third or so  of the map making meeting neighbors before well into the age of war less of a stroke of luck after significant work to do so.
    • DroneAImodules are a new ComponentType (DroneAI ones to be specific) so they could be nailed to the things spawned by carrier modules
  • Ship hulls have more base HP that scales as the hull sizes increase.  TacticalSpeed , akaShip maneuvering(I believe), is better for ships below medium & about the same/slightly better for those above  weapons ranges for hulls >medium are longer, shorter below medium
  • cargo hulls have a multiplier for sensor  & life support range that works out to being roughly == to stock without either being added but +50% when they are

In another thread, there was a sggestion/discussion about making some changes to ship hp values & weapon ranges based on hull types & it seemed like a good idea to give it a whirl... as a benchmark data point for discussion if nothing else.The numbers are probably off from where the sweet spot will be, but it's more intended as a proof of concept for testing a hypothesis someone put out. The goal of this was to makesomething quick for people to test with for the purpose of seeing where things should be, or if it's even a good/bad idea   Feedback is strongly encouraged/desired

Ship HP has been raised to varying degrees, weapon ranges & maneuverability modified as follows: 

 


TacticalSpeed base is a flat 50 for all ships in Galciv3GlobalDefs.xml this file is unchanged
Accelerationbase is a flat 5 for all ships in Galciv3GlobalDefs.xml this file is unchanged
Acceleration UNCHANGED on all ships. Truth be told, I'm not really sure how this affects things. - Tetra

 

Cargo Hull
- HitPointsCap 5->15
- ShipRange 12> 8+50% (i.e. unchanged until life support modules are added, or slightly less depending on how the two interact together when both on the ship hull itself)
-SensorRange 2 ->1.25 +50% = just very slightly higher until sensor modules are added with 50% greater power
- No Other Changes


*Tiny Hull
- 25 HP
¼ weapon range
Small
50 hp
+ 1.5x Maneuver
+ ½ weapons range
*Medium = 100 hp
+ 1x Maneuver 1x weapons range (baseline)
*Large 250 hp
+ .75 Maneuver 1.25 weapons range
base TactcalSpeed =(-.25) Since it was already there, changimng it seemed inadvisable at this point of testing this
*Huge
-500 hp
- + .5 Maneuver , it was already -.5 so see above why unchanged
- +1.5 weapons range

Cargo Hull
- HitPointsCap 5->15
- ShipRange 12> 8+50% (i.e. unchanged until life support modules are added, or slightly less depending on how the two interact together when both on the ship hull itself)
-SensorRange 2 ->1.25 +50% = just very slightly higheruntil sensor modules are added with 50% greater power

 

 

the xml can be found above, just extract it & put the bits where they go using the included folder structure or read the included changenotes.txt for more detail on the hacktastic mod or installing it