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The Use of Weapons
   
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27 May, 2016 @ 1:51pm
4 Jul, 2016 @ 4:45am
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The Use of Weapons

Description
The Use of Weapons is a general combat rebalancing mod with the intended purpose of making every offensive and defensive option in the ship designer fun, interesting and- hopefully- viable. It is currently in the early stages of development and testing, and may not achieve some or all of these in whole or in part. As a rule, however, I have tried to take vanilla and balance around it, rather than radically alter the dynamics of combat- if it's broken, it shouldn't be *too* broken.

An exhaustive list of changes can be found in the mod's thread on the Paradox forums (https://forum.paradoxplaza.com/forum/index.php?threads/the-use-of-weapons-wip.938433/), but in short:

• Base armour is now much higher, and armour modules give more per unit.
• Armour penetration less common and complete armour negation is only available on non-standard weapons.
• Health has been rebalanced; larger classes now have less of an advantage over their smaller siblings.
• Evasion has been rebalanced; ships now have a higher base evasion, but gain less from tech and other sources.
• Stations, especially military stations and spaceports, have disproportionally more health and armour.
• Weapon range now increases with tech, as does ship combat speed.
• Larger weapons now fire less often but hit harder; overall their damage is unchanged.
• Beam weapons are mid to long range with high accuracy
• Plasma is short range, but high damage
• Energy Torpedoes do massive damage to shields, rather than bypassing them. This is to distinguish them from regular Torpedoes, which still have the bypass effect.
• Missile and Point Defence rates of fire increase with tech; missiles attempt to blow through PD by sheer volume of fire.
• Torpedoes are mid range rather than long/extreme
• Strike Craft are faster, regenerate (slightly) faster and carry more craft.
• Prethoryn Swarm Strikers are now fighters rather than bombers, and can shoot down missiles/other strikecraft accordingly.

The balancing of missiles, pd, strikecraft and some critter weapons is still rather rough at this stage (missiles are probably underpowered; strikecraft overpowered).

What the mod does not do, currently, is tamper with the mineral costs of weapons in any way. The economic side of war is completely unchanged.

The mod is implictly incompatible with any other mod that adjusts the stats of weapons and ships; the most important are the files under common/component_templates and common/ship_sizes/00_ship_sizes.txt- others are not vital, but still probably not safe to overload.

The mod is *explicitly* incompatible with Blackthorn's ZBeautifulBattles, which can be found at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682776251. *However*, I have reimplemented much of that mod's functionality in this one, and you should see similar results. All credit goes to Blackthorn for his work.

**KNOWN ISSUES**

???
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Feedback is welcome and asked for.
15 Comments
Ethan Bateman 17 Apr @ 5:22am 
Like the picture, recently read that book.
WalkerEvans 18 Jul, 2018 @ 5:47pm 
this could be good if it was updated and compatible with NSC2.
Doc 3 May, 2017 @ 8:38pm 
Update this shit.
Bully056 13 Jun, 2016 @ 5:07pm 
What I meant was (if this is even Possible) break them down into Catagorys based on Power and Resource's needed to fire/build the weapons. Like say I wanted to use a High Pin weapon (Railgun) but to do so the ship would need more power then normal and it uses a Special type of Resource that you have to have a mined supply of (in this case Tugston and Carbon for the round) to supply the ship with munitions. This also has the side effect of the possibility of adding in a Supply/Munitions Tender Vessal down the line to supply fleets :D
KOGAHAZAN!!  [author] 13 Jun, 2016 @ 1:53pm 
@Bully056

Not entirely sure what you're talking about here. Could you elaborate? Weapon costs are already set individually.

The reason I'm leery of balancing by cost is that the choice it implies is a very straightforward one: use the best weapons your economy can support.

Power costs are a little better, because thirstier guns implies more reactors implies less defensive modules, so you've potentially got a gradient of use cases there.
Bully056 9 Jun, 2016 @ 3:55pm 
Have you thought about splitting the Kinetic weapons into diffrent Catagorys (ex: Rail based, Coil based, cannon based, etc) this woudl allow you to assign diffrent costs and diffrent Matirial costs to blanace them out.
KOGAHAZAN!!  [author] 6 Jun, 2016 @ 8:16am 
I'm thinking about introducing energy and mineral costs (which I've been ignoring) as an additional balancing factor, so kinetic could potential carve out a niche in that.

Nothing I do seems to stop strike craft getting slaughtered, though. :steamsad:

Sorry about the late reply, I had a busy weekend.
KOGAHAZAN!!  [author] 6 Jun, 2016 @ 8:16am 
I'm still having trouble with accuracy though (which we recently learnt works a completely *different* different way to the different way we thought it did, yay!). I have a test version which is better in this regard than the one on the workshop, but low accuracy weapons (see: kinetics, autocannon especially) are probably still getting shafted. I'll have it up on the workshop in a couple of days.

If you're talking specifically about balancing weapon *trees* against each other (as opposed to individual weapon *types*), that wasn't something I was concerned about- it's the easiest thing in the world to break into a different tree, and it's actually the superior option. If you stick to one tree then everything has to bottleneck through the one research slot.
KOGAHAZAN!!  [author] 6 Jun, 2016 @ 8:16am 
@WERWOLF-SS

They get a little bit of extra shield damage/passthrough and a little bit of armour penetration. It's a grab-bag sort of thing as they didn't really suggest any sort of individual identity to me.

The way I've balanced things, though, means that if one weapon's shorter ranged or less accurate than another then it has a higher base dps to compensate, and if one weapon has a bonus against armour or whatever it has less damage. It's all set up so they're supposed to be roughly equivalent (for a given tech level) against in the "average" scenario. Different weapons become relatively stronger or weaker as we get further away from the average, but none of them should be completely useless in any circumstance.
WolvesofZiu 4 Jun, 2016 @ 4:48am 
Anything for Kinetic?