Large scale, but vanilla based overhaul of the game.
A large scale, but vanilla game based overhaul to rebalance certain elements.
Main changes:
- capitalships weapons are more concentrated on a single bank (mainly front) with some rare exceptions
- capitalships now have a specialized weapon system against fighters
- Vasari capitals got some damage buff (they had significantly weaker weapons in terms of pure damage)
- titans completely reworked (main stats are the summ of 2 capitalships, that are fit to be the base, except Ragnarov (Marza+Kol) -> got 25% reduced defensive stats; weapon damages are multiplied by 50% for all titans after the stat summarization
- titan weapon damage spread across potential bank targets, bank target counts redesigned to better suit the theme or reworked abilities of the titan
- many abilities abilities changed, most Area buffs changed into some form of Aura, some new aura and ability mechanics implemented and Area damage abilities damage component significantly reduced (especially for titans) -> no more lategame complete fleet annihilations
- weapon systems have been generalized (range, weapon CD, etc.)
- armor and weapon classes reshuffled for certain ships
- lots of starting numbers (mainly hull/shield, weapon damage) rounded
(partially still in progress)
- weapon - armor counters have been rebalanced, extreme damage bonuses smoothened
- resource generation reworked - TEC is now trade focused, not an economic superpower for both refineries and trade ships -> they're the 'credit race', but only that; Vasri got it's trade techs changed into refinery boost, they're now practically the 'resource' race, Advent already had their unique mechanics
- trade ports in general have been significantly nerfed, distance bonus halved, trade income reduced, since they're infinitely spammable anyways and don't have a 'hardcap', like refineries
- refinery bonuses increased from 15% / refinery (up to cap) to 25% bonus resource compared to base resource generation
- Orbital structures slot requirements rebalanced
- Starbases now have 10 upgrade points instead of 8, so they can have more race specific upgrades after maxing out their 'base' upgrades, they also got an extra weapon system with the lvl 2 upgrade, but graphically I have not made any changes, so weapon shots are coming from the 'center' of the starbases; sorry for that, I'm still not at that lvl of modding skills to give graphical updates for ships to have more weapons, I've only reshuffled the existing ones :) -> might change the antifighter weapons for starbases later to be at lvl 1 upgrade and that be the only bonus they get and weapon damages refocused to other weapon systems
Planned changes:
- full check on ships stats, reworking them to have a better 'theme' across the races, make single ships more 'unique', like light frigates not always have Medium armor and AntiHeavy weapons, suitable support ships gain increased damage to be a bit more usefull in combat not just purely for their abilities
- overall ship strength, ship cost and supply requirement rebalances
I made the mod in multipple phases, if some stats are not in line with others or you feel them not balanced (too weak, too strong, overnerfed, etc.) feel free to tell me about it, but if possible, do it in the Steam forums of the game, I'm checking that more often, than these forums.