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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1143328069
It's a long spreadsheet with the following values that you can manipulate per weapon:
key;cost;power;min_damage;max_damage;shield_damage;shield_penetration;armor_penetration;min_windup;max_windup;cooldown;range;accuracy;tracking;missile_speed;missile_evasion;missile_health;missile_armor;missile_shield;end
All I've done is to go through the sheet and change the cost value and power value of weapons. But changing range is just as easy
# Lasers;;;;;;;;;;;;;;;;;;;
SMALL_RED_LASER;2.50;-2.50;5.00;10.00;0.80;0.00;0.15;2.00;23.00;25.00; range =30.00;0.90;0.60;0.00;0.00;0.00;0.00;0.00; <---- UNCHANGED (Base small laser)
SMALL_XRAY_LASER; 2.65;-2.65; 9.00;13.00;0.80;0.00;0.15;2.00;23.00;25.00; range =30.00;0.90;0.60;0.00;0.00;0.00;0.00;0.00; <---- 2.65;-2.65 are values changed by me.
Concerning range increases, that would be flavor appropriate. Missiles just improve their warheads and keep the thrust device the same, or the tracking system the same, and lasers just change the wavelength without also improving focusing arrays to keep the light from scattering at a given range? No way. Mass too, since the improved launchers would likely focus on an increase to velocity instead of just adding more round mass to a small gun, which would let the tracking system make longer range shots with accuracy. I would probably go with some arbitrary flat change case-by-case though, instead of a +5% per level. Hell, if I got into it, I might do a complete weapon overhaul. Assuming I can figure out how to.
Hopefully this mod will become obsolete with the ship component rebalance done by Paradox:
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-79-ship-component-balance-changes.1036466/
I will not update this mod until I've tried the vanilla balance changes in 1.8, and hopefully I won't have to update it at all.
Corvette- 3 Weapon, 6 Utility, 1 Aux
Destroyer- 3 Weapon (2.5 on picket), 5 Utility (6 on Picket), 0.5 Aux
Crusier- 3 Weapon, 6 Utility, 0.5 Aux
Battleship- 3 Weapon, 5 Utility, 0.25 Aux
Now, be aware that the actual values are higher, but I was dividing by ship size, so the Battleship actually has effectively 40 Utility slots if you made them all Small instead of the 10 large.
If you wouldn't mind walking me through making my first mod some time, I'd appreciate it. I only plan really on bumping up the Destroyers missing slot, and maybe changing some of the preset hull types on Cruisers and Destroyers by a small amount without reskining them.
With a cap of 43, and 43 maxed ships (with the mod applied), it should cost you 14.19 minerals in upkeep. Naked would need... let me make some math real quick. 14.19 cost = (ships made/43)* 0.18* ships made, so the square root of (14.19*43)/0.18, which is 58.22 ships. So the fight you described from reddit, adjusted to use this mods changes, would be 43 max vs 58 naked. A 35% advantage in numbers instead of a 268% advantage.
"Naked" Corvette has 3 mass drivers, 2 tier 1 S reactors, warp drive, and tier 1 sensors/engines/warp with no computer. Maintenance is 0.18 minerals, cost is 62. Fleet cap was 43, so I could support 86 naked corvettes (2x fleet cap) for 86 * 0.18 * 2 = 30.96 minerals a month.
"Maxed" Corvette has 3 gauss cannons, Psi/Precog/Engine IV/Sensor IV, 2 tier 5 S shields, shield capacitor, + power. maintenance of 0.96, cost of 322. That means that for the cost of 86 Naked Corvettes I could support 32 Maxed Corvettes.
the fleet power of the 86 Naked was 2.7 and the fleet power of the 32 Maxed was 3.1 - and yet, the 86 Naked won. They lost 49/86 ships, and had 79.6% hull on the remaining ships, but they won. In other words, the Naked were down to 45% of the total hull points they went into battle with.
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source: https://www.reddit.com/r/Stellaris/comments/69d6de/naked_corvette_test_part_1_default_naked_corvette/
And that's why I use this mod and why iru is a hero.