After completion of the SOL Knossos gate the GTVA sends a small recon fleet to investigate. Upon exiting subspace they realize nothing is familiar. With no way to return they begin to colonize. The native factions, TEC, Advent and Vasari take notice of the intrusion and some believe they should be removed. The GTVA was not prepared for this eventuality and sent older Great War era vessels, and in order to survive they must scramble to construct the more advanced vessels from home. However a old foe may be lurking in the shadows.

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Beams and Damage (Games : Sins of a Solar Empire: Rebellion : Mods : Decent Freespace Into Chaos : Forum : Bug Reports : Beams and Damage) Locked
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Feb 26 2020 Anchor

There is a bit of discrepancy between what the mod's files assume for beams and what the game itself shows for damage. On one hand, this gives the stock game factions a slight chance against the Freespace factions. On the other hand, it nerfs the overall beam damage, making it less true to the source.

The mod seems to go by "DamagePerBank" x "Duration." To my understanding, "DamagePerBank" is how much damage per shot a beam will do. DamageApplyType "OVERTIME" just divides that damage over the duration. In other words, if "DamagePerBank: FRONT" is 100, and the "Duration" is 4, then it will do 25 damage per second per beam shot, not the 400 the mod seems to go by. Duration also has no effect on the PreBuffCooldown.

Fixing the beam damage will heavily buff the Freespace factions. Unfortunately, the Freespace -> Sins health conversion is .04 compared to the weapon conversion rate of .137, so it makes balance even more of a nightmare...

Mar 30 2020 Anchor

If you have any ideas how to better balance the factions I am all ears.


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