Stellaris

Stellaris

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Super Space Opera In Your Face!!! (v 1.0.3 Compatible)
   
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20 May, 2016 @ 9:27pm
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Super Space Opera In Your Face!!! (v 1.0.3 Compatible)

Description
Welcome to the wonderful world of stellaris space opera!!

NOTE: I STRONGLY recommend you use with the following mod
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=688404571

VIDEO: https://www.youtube.com/watch?v=pEVWJwI1JC8
VIDEO VS THE SROUGE: https://www.youtube.com/watch?v=7g5oWWr0kdI&feature=youtu.be

CORE IMPROVEMENTS OVERVIEW
--Orbital Star bases have more health!

--Design your own Transports so they aren't useless!

--Fleet battles are no longer giant clusters of chaos and confusion!

--Weapons Tuning to make Large mounts better!

--Evasion Tuning to nerf corvette spam!

WHY KAL WHY?!
--Why you ask? Because I love stellaris and its potential to be my favorite 4x Sci-Fi game. That said I feel like paradox is not the best at balancing combat or combat aesthetics. This is fine however because I think they made a very honest effort at making the vanilla combat mechanics easy to get into with no weapon being completely useless.
--I will have a sub topic that explains what I did in this mod for each overview section and what I did and why I did it.

ORBITAL STATIONS HAVE MORE HEALTH
--One thing that struck me early on in the game is that orbital stations take hours to develop into your perfect citadel to build your mighty fleet to conquer, <cough> I mean defend your stellar empire, <cough> <cough> I mean your Peaceful democracy! Then when war breaks out you make one mistake or your enemy is a wormhole loving scumbag and warps in a 2k Stack and wipes your main orbital off the map. I feel like this encourages a very stagnant type of game play.
--For the number crunchers, a default starbase has 2500 hp. I feel as though this amount is fair for a brand new barebones starbase. Paradox even added hp per level you upgrade the starbase. For example a mid game starbase has about 8000 hp. For anyone that has paid attention to the fleet hp, 8000 for midgame is nothing. A small fleet of around ~80 fleet supply with some upgrades has easily around 20k hp.
----More number crunchiness ahead... So what I have done is every single module you build in your orbital's adds hp and some armor to it. This represents the fact that if you add a Solar Panel to a starbase it would make follow that the added mass would take more time to destroy. The hp and armor amount added for each module is based on the tech level of it which is only visible in the text files. If you feel as though a modules health or armor should change for whatever reason, leave a message in the comments for your reason as to why you think so.

--WHY YOU SHOULD CARE, to sum up orbital's, the orbital's you put a lot of minerals and time into upgrading will take a lot more time to destroy and give your fleet time to defend them. I feel as though this is balanced by the fact that if your navy is weaker than your opponents the orbital having more HP wont save you from losing the war. This also means for attackers that targeting an orbital with a lot of HP is a more risky proposition and maybe your time would be spent better else where. THIS DOES NOT APPLY TO MINING STATIONS, they are fine where they are at imo.


DESIGN YOUR OWN TRANSPORTS SO THEY ARE NOT USELESS
--Yes that about sums it up. It takes 1 line in the text files to change this. If you already have transports out just land the troops on a random planet and have them take off again and they will automatically have the most up to date transport. NOTE: You cannot put weapons on your transports and I do not intend to try to make that happen. You CAN however give them shields and armor.


FLEET BATTLES ARE NO LONGER GIANT CLUSTERS OF CHAOS AND CONFUSION
--This was one of my main goals of this mod. I did not like how when two fleets engaged in the mid to late game it just turned into a giant puddle of ships on top of more ship with all kinds of light shows going on. To fix this I changed the personality of the combat computers and slightly tweaked the default setting. To sum it up Ships will engage from a longer range and you should be able to get a clear visual indication without using the war info panel of how your battle is going.
--For the Number crunchers I shall elaborate. The distance to which ships will leave the fleet formation has been expanded across the board. Ships also move at a more normalized speed. Corvettes were slowed down a tad, and everything else was brought into a closer speed by comparison. This means that battleships and cruisers will not stay hiding at the back of your fleet while your corvettes go and die heroically.
----Nerdyness intensifies.... In order to use your fleets better now, Aggressive fleets will try to get into CLOSE weapons range, so what ever is the shortest ranged weapon they will try to achieve that distance. Defensive fleets will try to stay at RANGE and will shoot with the longest range weapon and attempt to orbit the enemy from a safe distance. The orbital feature works some of the time. This should encourage you to design your ships to fight with the correct types of weapons.


WEAPONS TUNING TO MAKE LARGE MOUNTS BETTER
--This ties into the previous adjustments I made to the game. In order to get the desired effect this had to be done. Large mounts in vanilla are pretty much worthless. They have a very small range advantage compared to small mounts but 4 small mounts = damage output of 1 large mount. The key difference is small mounts accuracy in vanilla is about ~7% higher. I will break down what I did to each weapon type bellow.
----LASERS got accuracy increases for smaller mounts, but medium and large mounts now have a lot more range, these changes combined with the reworked fleet behavior makes large mounts tear into ships from across the battlefield before the smaller mounts can get their shots off.
----PLASMA / DISRUPTOR Were made to fight their respective Anti Armor or Anti Shield roles with a bit more balance. These are no longer "better" options than lasers. They have less range on average than lasers.
----KINETIC got a small accuracy buff and some range adjustments. Generally the same tuning as lasers.
----MISSILES got some range adjustments as well as projectile speed scaling with tech level. This means higher tech missiles / torpedoes travel faster towards their targets.
----LARGE MOUNTS were not really touched that much. There was some minor tuning but generally these mounts dominate the battlefield. The other weapon types were buffed in comparison to give people with lesser tech a bit of a chance.
---- END GAME ALIENS were minorily buffed to bring their weapons more in line with the sprit of the changes with all of the other weapon types.
---- SPACE WHALES and CRYSTALS ETC... I did not mess with these weapons because it wouldn't really matter. You generally encounter these towards the beginning of the game. The bulk of the weapons changes were for large mounts which you probably wont be using a ton of against a space amoeba.


EVASION TUNING TO NERF CORVETTE SPAM
--Do you like to use ships other than corvettes?! I DO!!!! Well now you can because I halved all evasion bonuses from thrusters and AI computers. The reason for this is that in vanilla stellaris there is almost no reason to build anything other than corvettes. The Evasion bonuses they get from Thrusters and AI Computers becomes an almost insurmountable challenge for larger ships to deal with. Don't get me wrong corvettes evasion is still potent even with their evasion halved but they no longer than single handedly dominate fights as easily.


CONCLUSION
--If you want a stellaris that feels more like a space opera with pitched battles over starbases, more sprawling fleet battles and long range volleys across deep space this mod is for you! Also this mod is designed as a bundle of other mods. The other mod you should use with this one is the Space Fighters Extraordinaire!!!! TYPE or PASTE your text here...
2 Comments
KaldariaQ  [author] 13 Jun, 2018 @ 6:32pm 
2.0 actually fixed fighters, however i am making a new mod to fix ship movement. I will release it with a video soon.
Cavalier 23 Feb, 2018 @ 8:56am 
this work for 2.0? sounds like this would be incredible....