Starpoint Gemini 2

Starpoint Gemini 2

RebalancedMod
32 Comments
I PEE WHEN I 69 MY SISTER 12 Feb, 2017 @ 11:57pm 
wouldn't you need to increase the heavy weapon damage or ammo size?
lordmarkhan2 9 Feb, 2016 @ 9:36pm 
work very well confirmed
Logicon 11 Jun, 2015 @ 3:32am 
Have you checked this to work with the new Origins DLC, as I would like to keep playing with this mod enabled. :D thanx
TheDogWhisperer  [author] 17 Mar, 2015 @ 4:15pm 
I've not played SG2 in a while, so can't comment
Arcathon 17 Mar, 2015 @ 3:46pm 
Is this compatable with the expansion?
Wrathinside 31 Jan, 2015 @ 7:12am 
Did they fix the infinite spawns? Sure as **** I'd like to see a grand battle of my capital ship vs a bunch of Equinoxes and some mercenaries(without cookie cutter weapons\builds), but last time I checked - before you can deal significant damage without the mod, tons more Equinoxes will spawn and it's just a kite and blast game, which is even below arcade level.
Artophwar 23 Jan, 2015 @ 12:11pm 
I use the GOG version so thats why I asked for external but its no problem. I ended up figuring out how to mod and made my own personal mod.
TheDogWhisperer  [author] 23 Jan, 2015 @ 2:16am 
Hi Artophwar, I'm extremely busy atm and had not planned to do so. If more people request it I might upload an external download but I currently don't see the problem with Steam Workshop.

That said, I may upload an external download if I find myself with spare time.
Hurkaleez 22 Jan, 2015 @ 8:44pm 
Great idea for a mod, much needed!
Artophwar 22 Jan, 2015 @ 7:41am 
Hi I was wondering if you could add an external download for this mod??
HermannAti 21 Jan, 2015 @ 7:38am 
awesome!thank u for this mod!more feel like sim then arced now!
The Gabriel 20 Jan, 2015 @ 11:17am 
Neat! Tks!
artimrj 18 Jan, 2015 @ 7:44pm 
This is nice! Makes everything more interesting especially when you get 30 some enemies coming at you. Nice having 2 mercs...
5pence 17 Jan, 2015 @ 10:44am 
Love'n it, Just what this game needed!
TheDogWhisperer  [author] 17 Jan, 2015 @ 10:42am 
Ha, simple solutions are the best! Glad it worked out
Geek 17 Jan, 2015 @ 10:28am 
No, it was really a - 2 millions value, the hull bar was empty and nothing could kill me.
But do not worry too much, reloading fixes the issue.
TheDogWhisperer  [author] 17 Jan, 2015 @ 9:44am 
Hey Geek, that's really odd as I'm trying to replicate that problem but cannot. I guess it technically isn't 100% save-game compatible, my bad! I think there is a simple solution however:

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!
Geek 17 Jan, 2015 @ 5:37am 
I got a strange bud after turning the mod off, the hull got to - 2 millions (!).
Well I guess i have an invicible ship now ^-^
Geek 17 Jan, 2015 @ 4:59am 
Tested it.
The missions levels seem back to vanilla values, or close to them.
Highest I found was 78.
Good job !
TheDogWhisperer  [author] 17 Jan, 2015 @ 4:48am 
Largely untested for the moment*
TheDogWhisperer  [author] 17 Jan, 2015 @ 4:48am 
I have updated it but on further testing I'm not too sure if it's actually done anything. The random missions are indeed random I suppose! I will have to investigate it more to get a conclusive answer, but yes the current mod is updated to what I believe was causing the wide mission disparities and there *should* be less, but it's largely untested.
Geek 17 Jan, 2015 @ 4:22am 
Oh, I know that about the difference between regions.
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.
TheDogWhisperer  [author] 17 Jan, 2015 @ 4:14am 
Hi Geek, so I was doing some testing and it seems that the difference in mission levels is due to the region you are in. This is a symptom from the vanilla game. Around the starter regions you'll find mission levels much lower than your character level, and in harder regions much higher.

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.
Geek 16 Jan, 2015 @ 11:18am 
I see. I do not like the waiting time personaly, but it is your choice.
Have fun !
TheDogWhisperer  [author] 16 Jan, 2015 @ 10:29am 
Hi Geek, I'm pretty sure I know what's going wrong with the missions and will fix the issue soon.

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.

Geek 16 Jan, 2015 @ 4:52am 
These ideas are interesting.

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.
TheDogWhisperer  [author] 16 Jan, 2015 @ 2:59am 
That's really odd since I never changed the energy usage or recharge rate of any weapons or ships, only the weapon bank volume. The only change this should have is that energy levels take longer to deplete, there should be no change in depletion rate/ recharge rate. If the recharge rate is greater than the energy usage this is a balancing issue with SG2 itself.

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.
Logicon 16 Jan, 2015 @ 2:44am 
My savegame is actually an alpha freeroam, which is why its been causing issues with other things like reputation I think. Its been around since game version 0.4 but I have been playing for a solid 30 mins and flew across several sectors with nothing appearing. As for the energy, well I have all rail guns including a shredder and all my weapons stay fully charged. The amount drained is less than what is charging. Would you like my save game to test things?
TheDogWhisperer  [author] 16 Jan, 2015 @ 2:23am 
Hi Disorder, I just done a quick test with my current campaign save file and a new freeroam game and both are showing side missions. I don't think the Rebalanced Mod is causing this issue.

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.
Logicon 16 Jan, 2015 @ 1:25am 
Also I'm no longer getting any side missions, like they are disabled or something. I am in a freeroam game
Logicon 16 Jan, 2015 @ 12:56am 
Good so far, however when switching the hull is at the old value so we have to repair it, 30k for destroyer not much. However I'm sure the price will go up for the larger classes so maybe try to fix it. Secondly I think a 2x or 2.5x multi for weapon energy banks, it gives more of a sense of emergency and forces the player to manage front/rear/sides more creatively.
Logicon 16 Jan, 2015 @ 12:52am 
really like the sound of this, will check.