Stellaris

Stellaris

Damage Bonus Reversal
108 Comments
Porev  [author] 7 Nov, 2024 @ 1:27pm 
@Geronimo98
Should be fixed now.
Geronimo98 31 Oct, 2024 @ 3:41pm 
does not work with the newest update. it just zeros all damage, range, fire rate, tracking and all other attributes to laser, kinetic, missile and torpedo weapons
Smooth Brain 15 Sep, 2022 @ 3:25am 
Still works for 3.4.5
Porev  [author] 3 Jul, 2022 @ 6:40am 
@Scr(A)tch
Good points, thanks!
Scr(A)tch 25 Mar, 2022 @ 11:09am 
I made a similar mod for personal use and I noticed there are new weapons Paradox added to the csv file but not the excel, those are missing from your current mod build. They are Dragon Ice weapons (x3) and Deluge Planet Killer. Also you may want to switch the tags of weapons listed in other files than energy and projectile like mining lasers in 00_weapons_critters_mining_drones.
Porev  [author] 4 Jan, 2022 @ 1:23am 
@Boss Poltroon
That's correct. Disruptors and lightning-based weaponry is unchanged.
Boss Poltroon 31 Dec, 2021 @ 11:01am 
Do I assume correctly that this mod doesn't affect disruptor-type weapons? in the vanilla game, they are energy-based, but ignore both shielding and armor to do (highly variable) direct damage to a target's hull.
Boss Poltroon 18 Dec, 2021 @ 6:43pm 
Thanks a ton for this! The vanilla conception of which type of weapon damages which type of defense is just super counter-intuitive to me, prolly cause I play alot of Elite: Dangerous.
That Random Alien 25 Nov, 2021 @ 8:12pm 
I was honestly confused when I saw Railguns aren't good at destroying armor, but are at shields, like...what? XD Thanks for this mod lad!
JohnnyBravo40 27 Sep, 2020 @ 12:30am 
wish they had the options for both then, pick the type of armor, and type of shields. Hate kinetic? get kinetic deflectors and reactive armor, just hope to shit the enemy isn't using lasers. (also i think kinetic should have penetration for armor, if it pens it does damage if not then no damage, and lasers could have flat damage reduction from armor, melting the armor for it to cool again on spot doesnt do a whole lot)
SheTheTDE 31 Aug, 2020 @ 9:23pm 
"Yeah, there are two commonly used sci-fi setups:
Reactive armor that protects from shaped charges and energy shields that protect from particles/heat.
Ablative armor that protects from heat/radiation and kinetic deflectors that protect from, well, kinetics."

I use a scifi setup that's different to either of those but probably less common. Basically I treat the armour as a part of what you're defending and make the shield do all the defending. Kinetic energy is an energy after all so a shield that blocks or deflects all forms of energy renders you untouchable. And blind. Light being also energy.
MainTerranGallian 2 Jul, 2020 @ 1:51am 
patch for Additional Vanilla Weapons?
creatorcharlie 20 May, 2020 @ 8:02pm 
energy on energy metal on metal just how I like it.
Fenrir (Away maybe for long) 6 Mar, 2020 @ 5:02am 
i will check that rofl
Porev  [author] 5 Mar, 2020 @ 5:20pm 
@Oberon
I've just checked and it works. Huh.
Are you sure the new launcher actually loads DBR? And it's not possibly being overridden by another mod?
Fenrir (Away maybe for long) 5 Mar, 2020 @ 1:57pm 
@Teneb Kel
Hello, can you update the mod please? the reversal doesn't reverse "damage type" anymore :'(
Porev  [author] 13 Dec, 2019 @ 3:29am 
@Captain Jin
DBR was designed as a flavor mod for Team Nessassity and later we decided to make it public.
We generally don't min-max and don't play competitive multiplayer so I can't really say. You should probably try, I doubt the games will be horribly imbalanced.
Jinn 12 Dec, 2019 @ 6:05pm 
Is there anywhere I could read how this affects combat/fleet composition meta? I love the idea of reversing weapon priorities but since it's not a direct inverse (and weapon firerates, damage, and range aren't really taken into account) idk if this will cause MP games to become horribly imbalanced.
Veno_Aug 2 Sep, 2019 @ 9:21am 
@Teneb Kel
Okay ^^_^^
Porev  [author] 2 Sep, 2019 @ 9:18am 
@Veno_Aug
The AI is aware of the changes, because weapon flags are reversed too.
Veno_Aug 2 Sep, 2019 @ 7:59am 
Does the AI know of these changes, or will they balance their ships opposite of the new balance?
zulu9812 19 Aug, 2019 @ 2:17pm 
I would love to see this mod updated and expanded for compatibility with more mods. The issue with this mod has always been that it's difficult to maintain said compatibility because the weapon stats seem to be set on an individual basis. I wonder if there is a way to set a global modifier that places these adjustments on a type by type basis?
Atretador 21 Jul, 2019 @ 2:21pm 
update for 2.3?
Quickdraw6 19 Mar, 2019 @ 12:27am 
Aha, such a simple concept for a mod, yet so welcome. Kinetic deflectors have always made much more sense to me than literal "heat-shields." Plus if they relied on shields to protect from radiation/heat, then shieldless ships would be pretty deadly to fly around space in.
Porev  [author] 14 Mar, 2019 @ 8:19am 
And... fixed.
Porev  [author] 14 Mar, 2019 @ 6:51am 
@Wortheda
I'll check this out ASAP.
Worheda 14 Mar, 2019 @ 6:45am 
Either this mod or the Extra Ship Components patch messes up the null void beam. When I used them, the null void beam did 1-1 damage, had 100% accuracy, 0 cooldown, 0 tracking, 0 range, and no bonus/malus against shield/hull/armor.
[TTV]xAether1us 28 Feb, 2019 @ 1:54am 
And this Zero laser has an strange fight power. It gives a fleet up to 20k fight power. Thats strange.
[TTV]xAether1us 27 Feb, 2019 @ 6:06pm 
What does the zero matter laser? kill the shields immediatly?
Artemis 8 Feb, 2019 @ 7:12pm 
Thank you Teneb!
Porev  [author] 8 Feb, 2019 @ 2:26am 
@Artemis
No, it doesn't. Missiles and strike craft are unchanged. It's also compatible with 2.2.5 (beta).
The csv file with damage values has not been changed since December 11.
Plerion 7 Feb, 2019 @ 8:48pm 
Isn't that a 2.2.5 (beta) feature?
Artemis 7 Feb, 2019 @ 6:15pm 
Does this modify strike craft? They got a huge buff in the latest patch, and I want to make sure this doesn't revert them back to their unbuffed state.
Porev  [author] 7 Feb, 2019 @ 6:55am 
Yeah well screw this. I'm definitely changing it to 2.2.* :)
Plerion 7 Feb, 2019 @ 5:49am 
Sorry to be that guy, but game just got updated, maybe you should mark it as 2.2.* :P
Porev  [author] 5 Feb, 2019 @ 6:06pm 
Yep. And it does the same with ESC txt files. Actually with any component template txt files.
Briggs 5 Feb, 2019 @ 5:29pm 
So you have a program that parses the CSV and then outputs the damage reversed files? Nice.
Porev  [author] 5 Feb, 2019 @ 5:12pm 
Yeah, the weapon_components.csv hasn't changed since December 11.
LokiCharms 5 Feb, 2019 @ 3:00pm 
It works for 2.2.4 as well ;)
Plerion 5 Feb, 2019 @ 8:57am 
Thank you!
Porev  [author] 5 Feb, 2019 @ 8:38am 
@Plerion
It's supposed to but I'll rebuild the files and bump the version number today. Just in case.
Plerion 4 Feb, 2019 @ 11:37pm 
Red exclamation mark noob here; I guess this still works with 2.2.3? :)
Jinn 21 Dec, 2018 @ 1:22am 
<3
Zia 11 Dec, 2018 @ 12:04pm 
Beauty.
Toc 11 Dec, 2018 @ 7:14am 
Praise be \o/
Porev  [author] 11 Dec, 2018 @ 6:30am 
Updated for Stellaris 2.2.2beta. Should work in 2.2.1 as well.
Zia 8 Dec, 2018 @ 7:45am 
I love the tone of this. Here's hoping it gets a 2.2.x version
Fenrir (Away maybe for long) 19 Oct, 2018 @ 3:32am 
thx
Porev  [author] 19 Oct, 2018 @ 2:59am 
@Oberon
Done :)
Fenrir (Away maybe for long) 16 Oct, 2018 @ 9:15am 
@Teneb Kel
Can you update it for the 2.1.3 or at least for the 2.1.* please ?

I like the idea of this mod^^
Doing the impact for laser/shield and kinetic/armor like we know with our own physics law^^