Stellaris

Stellaris

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Better Afterburners
   
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4 Feb, 2017 @ 8:55am
16 Dec, 2017 @ 3:08am
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Better Afterburners

In 1 collection by LittleRaskol
LittleRaskol's New and/or Better Ship Components
4 items
Description
This is a small combat tweak that hopefully will make afterburners more worthwhile by giving them an evasion multiplier. Now your corvettes should reach the enemy faster AND stay alive longer in the dogfight!

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I need to explain the function in a bit more math depth because the in-game tooltip might be deceptive. The way it's presented, it seems like it will add 10 or 20 to the evasion rate percentage, but that's not what it really does as it uses "ship_evasion_mult" (a multiplier) rather than "ship_evasion_add" (an added value). What's meant by a "multiplier" here is that it multiplies the evasion rate by a certain percentage. For basic afterburners, this is 110% and for advanced this is 120%. That's what the displayed +10% or +20% actually mean. In other words, they will multiply whatever evasion rate a ship has by 1.1 or 1.2.

Example: Base corvettes have an evasion of 60%. Basic afterburners increase this to 60% * 1.1 = 66% and advanced afterburners increase this to 60% * 1.2 = 72%. This is applied to evasion after other added values. In this example, if our corvette has ion thrusters ("+3 chance to evade"), giving it advanced afterburners will increase its evasion to (60% + 3%) * 1.2 = 75.6%.

I would welcome feedback about how this affects combat in the game. I'm somewhat pleased with the results but I don't want it to be OP and don't really have enough testing to tell whether this makes afterburners "too good." The new version reduced the value of the evasion multiplier both to reduce the effect and to make things work better with a companion mod that improves the Enigmatic Encoder and Decoder.

Compatibility note: This mod unavoidably replaces component_templates/00_utilities_afterburners.txt and will likely conflict with any other mod changing how afterburners work.
13 Comments
Titus Brutus Avituis 24 Feb, 2018 @ 11:17pm 
not maintaining huh well why not better afther burners again tier 3 this time but ofc.. only if you want to
LittleRaskol  [author] 19 Feb, 2018 @ 10:48am 
Haha, I doubt they got the idea from little old me. But if they did? Hell, it's one less mod to keep updated, so thanks Paradox!
Doc 16 Feb, 2018 @ 10:01am 
Imitation is the sincerest form of flattery ;)
LittleRaskol  [author] 15 Feb, 2018 @ 5:40pm 
This mod is likely not going to be maintained once 2.0 drops because it's sort of now in the base game. The patch notes say:

* Afterburners now add some evasion

The mod will likely still work, but it will override this effect.
Grace of Thule 25 May, 2017 @ 6:45pm 
Thank you. I really hated it how my swarms kept dying.
ARM! THE SWARM! THE SWARM! THE SWARM! THE SWARM! THE SWARM! THE SWARM! THE SWARM! THE SWARM! THE SWARM! THE SWA
Doc 16 May, 2017 @ 9:22pm 
Simple but elegant little mod. Thanks for making it.
DarkFire 13 Mar, 2017 @ 5:34pm 
Excellent mod. I think the current values are about right: they help corvettes survive but don't make them totally OP like they were back in the 1.0 version of Stellaris.
LittleRaskol  [author] 6 Mar, 2017 @ 11:21am 
The reason adding unmodded afterburners reduced your evasion is likely the power requirement. Excess power adds some amount to evasion.
PsiBorg 18 Feb, 2017 @ 5:15am 
I added afterburners to my current ship designs and the evasion dropped (probably due to extra weight). This mod will ensure that I get an increase in evasion from using afterburners, thanks :)
LittleRaskol  [author] 11 Feb, 2017 @ 5:23am 
Stahlseele, that is true. I suppose my concern is how easily these afterburners let you reach the cap compared to other options. So far though I don't see much cause for concern.