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That said, I may upload an external download if I find myself with spare time.
But do not worry too much, reloading fixes the issue.
So the -2 million hull will most likely be a display error. Your hull will be the same as before when you had the mod switched on. So with mod if your hull is 300/300, then without it it will be 300/100 (which the engine probably does not understand and will read a placeholder value instead). A simple solution would be to get damaged until your hull returns within the unmodded stats (i.e. it drops below the unmodded maximum hull value). The correct hull value should show once it goes below the unmodded max hull value. The difficulty level can be adjusted at will while playing if you want to increase enemy damage for this purpose.
I can't test this as I can't replicate the problem but I think it should work!
Well I guess i have an invicible ship now ^-^
The missions levels seem back to vanilla values, or close to them.
Highest I found was 78.
Good job !
In the vanilla game, highest mission level I found was 72 - close enough to the max player level.
If you have updated the mod then I will be happy to try it again.
My character is level 27. In vanilla the highest mission level offered to me was 52, the lowest was 13. In Rebalanced, the highest I saw was 40ish and lowest was 13.
In any case, I believe I found the culprit parameter. I have lowered it slightly so that the level ranges should still exist, as the developer's intended, with some missions being 'very hard' but that it shouldn't be as great as before. Again, to re-emphasis, the change should be very slight.
Maybe you can try as well and turn off the Rebalanced Mod and see if there is any change? The mod is savegame compatible so don't worry about switching it on and off, just make sure to load the game again for the effects to take affect.
Have fun !
Re. recharge rate, again I don't want to increase recharge rate because that would make weapons much weaker. I don't want to tweak weapon damage either as it's too big a task for me atm. In any case, I think the developers have done a fine job with it already and the vanilla weapon damage + shield recharge rate doesn't need changing. Also, keep in mind that 'death by a thousand cuts' is essentially the intended scenario of this mod! and it's something I think appropriate for capital battles.
The second reason I don't want to increase recharge rate is because I don't want players rushing through conflict after conflict without any meaningful reprucssions and I think having the current recharge rate + larger shield banks gives the game a nice pause after big battles where significant damage is sustained.
After trying it I noticed two issues :
- the mission levels get really weird, including way past 70 (which is the maximum player level AFAIK). I just found a level 97 one on a level 50 character.
- changing the shield capacity without changing its recharge rate can result in a "death by thousand cuts" scenario ; this effect is more noticable on large scale battles.
Before you send me a savegame could you start a new game and see if the problems persist? I believe the problem is because the Rebalanced Mod is using up-to-date ship stats whereas your alpha version may still be using the old weapon stats causing weird balancing issues such as recharge>drain (just a guess).
Ultimately, I think some of these problems you mentioned are comming from conflicts between the old stats of the savegame and the up-to-date stats of the new mod. If you start a new game and the problem persists feel free to send me your savegame and I'll see what I can do.
The file edited for side mission rewards is called 'RandomMission.wdt'. You may want to check that you do not have other mods which also contain this file with this.
Re. weapon energy banks, I want to keep them proportionate to hull+shield so that I can rely on the balancing done by the developers. If more people like the idea I'll consider it, but currently I prefer the developers' balancing in this aspect.
Lastly, thanks for pointing out the hull defecit. I am very new to modding and I believe to fix that problem would require me to write a script. I do not know how to write a script and I do not have the time to learn at the moment, so hopefully people can overcome this minor issue.