Stellaris

Stellaris

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Components rebalance
   
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4 Jun, 2017 @ 3:56am
4 Jun, 2017 @ 4:20am
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Components rebalance

Description
The goal of the mod is to make it a natural choice to upgrade the spaceships with higher level components.


This mod does this by lowering the cost of higher level ship components:




For weapons the Power demand is lowered as well:







The following files are changed by this mod, other mods that changes the same files will not be compatible:

16 Comments
iru  [author] 23 Sep, 2017 @ 7:50am 
SpaceNinjaNate 7 Aug, 2017 @ 7:44am 
@demonzabrak Make it happen. "What was shall be, what shall be was."
iru  [author] 6 Aug, 2017 @ 3:17am 
Weapons are controlled mainly by \common\component_templates\weapon_components.csv

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.
Swole4Jesus 5 Aug, 2017 @ 8:49pm 
Yeah, that bothered me too. I mean, if the ship sections had an actual increase to the number of mounting slots on them, increasing the base cost would make sense, but on the corvette-destroyer step, they actually lose slots for double the cost? Poorly crafted.

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.
SpaceNinjaNate 4 Aug, 2017 @ 7:05am 
@demonzabrak - Yes, with this mod, things are better. I misunderstood your first response, my bad. Still makes sense to me to increase range of weapons though, even if only 5%. It would be great to have the ships scale properly, that's been an unspoken gripe of mine for some time (as is the inability to change slots out as desired, ie, an X slot is clearly equal to a few large slots, but there's only three or so modules that allow you to use an X slot). If you do anything about destroyers, would you also make sure that they're actually worth their cost (3x the corvette)? Their outrageous base cost for less than 2x the corvette's power is one reason why I never use them.
iru  [author] 4 Aug, 2017 @ 2:08am 
Thanks for the heads up about Stellaris 1.8 demonzabrak.

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.
Swole4Jesus 3 Aug, 2017 @ 5:33pm 
They'll get stomped with this mod on. Anyway, I have zero modding experience, and I was hoping to bring the ratios in line for the various ship types. To illustrate, if we take the mounting points of each class of ship, divided by ship size, equalized to Small size mounts, you get this

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.
Swole4Jesus 3 Aug, 2017 @ 5:21pm 
I wasn't confused about the need for this mod buddy, and I was using the mod values in my analysis. I know that the naked swarm beats the maxed swarm in vanilla, but with the changes here, the gap narrows by enough that, at least in smaller engagements like your first example, the naked loses. If we take your newer example, we can tweak the numbers and roughly estimate the new result.

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.
SpaceNinjaNate 2 Aug, 2017 @ 5:58pm 
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"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.
SpaceNinjaNate 2 Aug, 2017 @ 5:58pm 
demonzabrak: you're two months late! But no disrespect taken. To address your comment... The reason this mod exists is because fully teched out ships are overrun by "naked corvette spam." I suggest you test it for yourself. Like the weapon upgrades, the armor fails to scale well and really doesn't offer enough increased protection to justify its cost (especially on a 'vette). Here's a gamer who said it better than I could have ever: