Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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The Deranged Industries: Rebalance (TDI: Mod pack)
   
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Tags: Mods
File Size
Posted
Updated
16.801 MB
11 Nov, 2022 @ 5:19am
28 Jan @ 6:16am
35 Change Notes ( view )

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The Deranged Industries: Rebalance (TDI: Mod pack)

Description
Rebalance Mod for TDI.


Use at your own risk.
This is a modpack of all TDI mods. It is also a testing ground for new alterations, and values can change extremely rapidly.

I may also add, at random, other "Rebalances".

NOTICE:
The latest update has changed a LOT. Several of the numbers provided below are no longer accurate, and there are now tweaks to a huge number of other systems as well.

These changes are intense, and, while not game breaking, they will definitely change the way the game plays.

I will update the list of changes for this mod after updating the my other stand alone mods, which may take a few days.



Individual TDI mods:



Combat Overhaul
New Range Classifications:
  • Short range: < 300 meters
  • Mid range: 300 - 600 meters
  • Long range: 600+ meters
Combat changes:
  • Cannons: Altered to be mid range slow rounds, and a slight accuracy increase.
    This is to provide stations a way to provide some degree of fire support, and cancel out-ranging them with everything but PD.
  • Laser weapons: Stay roughly the same. Max-short range.
  • Railguns: Range increased to be high-mid range to long range, along with a dramatic speed increase.
  • Beams: Range increased to 500. Damage drops off to 40%, but at minimum range damage is buffed 30%. Making this beams a vicious close to mid range weapon system.
  • HE Missiles: Bumped well into long range, and velocity compensation upgraded to better hit targets.
  • EMP Missiles: Bumped into long range.
  • Nuke Missiles: Bumped into low long range.
  • Vanilla PD: Slight range increase, hefty anti-shot damage increase, and better accuracy.
  • Sensors: Roughly doubled sensor ranges.
  • Drag and dampening decreased by 25%.
Todo:
  • HE, Nuke, and EMP missile health.
    In comparison to HE missiles, which disappear in the face of PD, EMP and Nukes are literally tanks.
    I will probably increase HE health, and decrease EMP/Nuke to be more in-line with 3x - 5x the health of where HE ends up.

Advanced Missile Launcher
  • Larger, faster firing missile launcher.
  • Equipped with an auto-loader.
  • Four available spaces for ammunition.
  • Expensive to build, and more expensive to unlock.
  • First of a series of advanced tech versions of weapons.

Point Defense Cannon
  • Added ammo based Point Defense Cannon.
  • One ammo feeds the PDC with 30 rounds.
  • Two ammo is loaded at a time, meaning the turret has 60 round clips.
  • Roughly twice as effective as vanilla PD.
  • Needs roughly 2 crew members to provide consistent ammunition.

Projectile Based Flak
  • Flak now utilizes projectiles.
  • Flak now fires twice as fast, but maintains vanilla DPS, and has slightly higher range.
  • Flak projectiles have a 'proxy burst' effect that arms after 30 meters.
  • Due to the higher rate of fire, flak cannons now require twice as much ammunition to operate.

Resource / Asteroid changes
  • Colored ore icons, similarly to color-coded resources.
  • Increased density of ores in asteroids by 50% - 100%.
  • Increased sell price of ores to better balance between ores and products with the factory changes.
  • Reduced asteroid generation to roughly 1/3 of vanilla. (This is for performance)
  • Tweaked, and included mineable megaroids. Specifically, reduced ore density, and added sulfur and hyperium.

Factory Updates
  • Uranium factories: Now consume 4 Uranium Ore to create 4 Refined Uranium.
  • Diamond factories: Now consume 5 Carbon per Diamond. (was 20)
  • Hyper Coil factories: Now consume 1 Coil and 1/2 Copper Ore per Hyper Coil.
  • Steel factories: Now consume 1/4 Iron Ore per Steel Plate.
  • Coil factories: Now consume 1/3 Copper Ore per Coil.
  • Tristeel factories: Now consume 1/2 Tritanium Ore per Tristeel plate.
  • Processor factories: Now consume 2 Coils, and 1 Gold Ore to create a Processor.

I have not altered ammo factory outputs because they produce a disproportionate amount of ammo from ore in comparison to normal factories, and altering this can directly affect ship builds and combat balance.



Got a suggestion? Add it to the comments.
I am looking for basic improvements I can make which can improve the general feel of the game.

Thanks Walternate Realities, for making your game moddable.
28 Comments
Keerp 29 Jun @ 10:26am 
Yeah I figured out that, but in the log I linked I'm using it correctly but I still get a crash, so there seems to be an issue with another mod. But it works fine if I use the standalone mods instead of the combined mod, so there might be something that's specific to the combined version that is incompatible with another mod.
Dondelium  [author] 29 Jun @ 10:23am 
If you attempt to use my mod with any of my other mods, you're likely to get an error. In this case, the error relates to adding the cluster missiles to the regular launcher. So, if you're using Advanced Missile Launcher... that mods included in this mod, and it's causing you to crash.
Keerp 29 Jun @ 8:08am 
although there is another issue, if i use all the standalone mods the game launches fine, but if i use the combined mod i get a crash on launch with this log https://pastebin.com/n2eux6ra
Keerp 29 Jun @ 7:54am 
@Dondelium never fucking mind im retarded.
i was trying to load it with the other standalone mods, thinking that its a rebalance for those mods.
for some reason it must have not crashed in the past for me which is why i hadn't realized that i shouldn't do that
Dondelium  [author] 29 Jun @ 7:38am 
@Keerp I just loaded the game up without an issue. Sounds like a mod incompatibility. Do you know what mods you're running that might cause this?
Keerp 28 Jun @ 12:57pm 
Still causing crash on launch, any chance of a fix?
Hammerhead 22 Nov, 2024 @ 12:24pm 
Highly recommend! Extremely fun and challenging shake-up to the original game. An upgrade in every way. This makes the game significantly harder, especially on the economic side of things due to harder bases and increased prices, but the payoff is that the combat has much more depth and you can't just cheese by buying a mining laser early on and win through sheer industry.
Dondelium  [author] 25 Oct, 2024 @ 9:58pm 
@Gester24 I tested it, and while the mod may not say it's updated, it works, and functions as intended with the current version.
Gester24 10 Oct, 2024 @ 8:07pm 
Any chance we can get an update pretty please good sir? :)
Virsteinn 5 Oct, 2024 @ 2:24pm 
There's an omnifactory mod by joemama1512 (Super ultimate multi universal factory) that I came across recently. Sadly, it appears this mod doesn't affect it. Would you be amenable either to making a submod for it or else allowing me to do so?