Stellaris

Stellaris

Not enough ratings
AWB - Strike Craft
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.160 MB
26 Oct, 2019 @ 12:50pm
11 Jan, 2020 @ 7:09am
3 Change Notes ( view )

Subscribe to download
AWB - Strike Craft

In 1 collection by Peel
Autonomous Weapon Balance (Modular Modification)
6 items
Description
Part of my Autonomous Weapon Balance series, this mod rebalances Strike Craft.

-Extra Strike Craft techs added. Due to a presumed bug, Strike Craft don't actually benefit from any damage increases, so this adds another 10 tiers of strike craft that increase damage in line with repeatable techs.
-Fighters reinstated. These work as Point Defence, and follow their parent when not dogfighting.
-Strike Craft damage and spawn rate rebalanced. See compatibility note below.


Compatibility:
Incompatible with mods that change/remove existing repeatable techs.

Recommended to be used alongside “AWB Repeatables”, which changes the cost increase for repeatable techs (otherwise the ones in this mod increase too fast).

Highly recommended to be used alongside “AWB Damage”, which rebalances the damage system. Without this Strike Craft will be doing pathetic damage!


Please tell me if you believe anything is unbalanced, either theoretically or through testing!

Feel free to use any part of my mod as your own. Some credit would be nice but don't worry if you forget!
8 Comments
Lurivar 11 Jan, 2020 @ 7:22am 
Thanks ! I've actually got the full version since I didn't expect this one to be updated, but I'll make sure to give you feedback about the new values once I've tested them a bit.
Peel  [author] 11 Jan, 2020 @ 7:13am 
Right, this has been updated in line with the other version. This was balanced expecting slightly different evasion values, but as this affects an entire class of weapons the balance issues should be negligible (I hope).

Please report back on whether this helps, feedback is greatly appreciated.
Peel  [author] 9 Jan, 2020 @ 12:22pm 
According to most of the community, making only battleships was the most efficient late game navy full stop, so the AI using this could be seen as a good thing!

The two versions are similar. This was split out of the combined one precisely because some people would want only some of the features. Unfortunately it's a bit of a headache to keep many files up to date, so the combined one (which I use) is more likely to be balanced.

I don't really have access to AI decision making, and it's a complex problem. If they start using more PD, the human learns and cuts out the things that can be shot down...

If you're feeling adventurous, you could download the full version and delete the parts you don't want (leave an empty file and make it read only so that it's not auto updated). Finding the mod is a bit more difficult, as they're filed under the steam workshop folder with their webpage numbers (try 281990 then 1888496682).
Lurivar 9 Jan, 2020 @ 12:08pm 
I see, I didn't realize the full package didn't have the same version as this one. I didn't really care/want the carrier computer and the picket bow modifications but I guess I'll make do to get the latest changes.

As to how to suggestions, I'm afraid I don't have enough knowledge of how the AI works to help you. Unless there is a way to force the AI to use a least a % of PD and / or strike craft (they don't seem to use those a lot either), I don't have a solution in mind, except maybe change ship designs in a way that the AI believes both PD sections and small weapons sections are good in their own way.
The ship design AI is pretty retarded from the start anyway, as it doesn't seem to understand that making only battleships isn't that great of an idea, so I'm not sure anyone but paradox can really fix this issue.
Peel  [author] 9 Jan, 2020 @ 10:38am 
Without the mod they also spawn indefinitely, just at a slower rate.

I do agree the balance was a bit off though, hence did a patch on the integrated version of this (which also overhauled base evasion and tracking values, so I left it out of these 'light' versions).

That my idea to reduce PD damage actually did cause the AI to stop using them is giving me mixed feelings. On one hand it's nice to be right, on the other it may have led to them making poor choices again! Unfortunately if they do choose simply based on damage output, then increasing them back up so they choose them requires them to be superior to small weapons...

The way they are balanced they should be the ideal weapons against Starbases though, which have no inherent point defence and take a while to whittle down.

Any suggestions after reading that?
Lurivar 8 Jan, 2020 @ 2:28pm 
I like the mod, but I do feel that strike craft that keep spawning are a bit OP, especially since the AI almost never use PD (I guess because of your other changes, since the damage part talks about that). A single hangar with lv 1 strike craft did more damage to a starbase than ~20 lv 1 torpedoes in one of my games.
Would that be possible to make a version without strike crafts spawning when none have been destroyed, or to find a way to make the AI use more PD (at least if they're fighting against Strfike crafts) ?

Beside that, great work ! I've been enjoying the battles a lot more with this.
Peel  [author] 28 Oct, 2019 @ 12:53pm 
I've been reading the patch notes hoping for the same thing. No such luck unless it simply wasn't advertised...
Icelord 27 Oct, 2019 @ 6:35pm 
just wanted to ask if you had checked out on new update if that bug is still going or not

I know I was told long ago that fighters where not as powerfull as the numbers said but I was hoping it would be fixed in the 2.4 or 2.5 update that happened in the last few days