Stellaris

Stellaris

The Use of Weapons
15 Comments
Ethan Bateman 17 Apr @ 5:22am 
Like the picture, recently read that book.
WalkerEvans 18 Jul, 2018 @ 5:47pm 
this could be good if it was updated and compatible with NSC2.
Doc 3 May, 2017 @ 8:38pm 
Update this shit.
Bully056 13 Jun, 2016 @ 5:07pm 
What I meant was (if this is even Possible) break them down into Catagorys based on Power and Resource's needed to fire/build the weapons. Like say I wanted to use a High Pin weapon (Railgun) but to do so the ship would need more power then normal and it uses a Special type of Resource that you have to have a mined supply of (in this case Tugston and Carbon for the round) to supply the ship with munitions. This also has the side effect of the possibility of adding in a Supply/Munitions Tender Vessal down the line to supply fleets :D
KOGAHAZAN!!  [author] 13 Jun, 2016 @ 1:53pm 
@Bully056

Not entirely sure what you're talking about here. Could you elaborate? Weapon costs are already set individually.

The reason I'm leery of balancing by cost is that the choice it implies is a very straightforward one: use the best weapons your economy can support.

Power costs are a little better, because thirstier guns implies more reactors implies less defensive modules, so you've potentially got a gradient of use cases there.
Bully056 9 Jun, 2016 @ 3:55pm 
Have you thought about splitting the Kinetic weapons into diffrent Catagorys (ex: Rail based, Coil based, cannon based, etc) this woudl allow you to assign diffrent costs and diffrent Matirial costs to blanace them out.
KOGAHAZAN!!  [author] 6 Jun, 2016 @ 8:16am 
I'm thinking about introducing energy and mineral costs (which I've been ignoring) as an additional balancing factor, so kinetic could potential carve out a niche in that.

Nothing I do seems to stop strike craft getting slaughtered, though. :steamsad:

Sorry about the late reply, I had a busy weekend.
KOGAHAZAN!!  [author] 6 Jun, 2016 @ 8:16am 
I'm still having trouble with accuracy though (which we recently learnt works a completely *different* different way to the different way we thought it did, yay!). I have a test version which is better in this regard than the one on the workshop, but low accuracy weapons (see: kinetics, autocannon especially) are probably still getting shafted. I'll have it up on the workshop in a couple of days.

If you're talking specifically about balancing weapon *trees* against each other (as opposed to individual weapon *types*), that wasn't something I was concerned about- it's the easiest thing in the world to break into a different tree, and it's actually the superior option. If you stick to one tree then everything has to bottleneck through the one research slot.
KOGAHAZAN!!  [author] 6 Jun, 2016 @ 8:16am 
@WERWOLF-SS

They get a little bit of extra shield damage/passthrough and a little bit of armour penetration. It's a grab-bag sort of thing as they didn't really suggest any sort of individual identity to me.

The way I've balanced things, though, means that if one weapon's shorter ranged or less accurate than another then it has a higher base dps to compensate, and if one weapon has a bonus against armour or whatever it has less damage. It's all set up so they're supposed to be roughly equivalent (for a given tech level) against in the "average" scenario. Different weapons become relatively stronger or weaker as we get further away from the average, but none of them should be completely useless in any circumstance.
WolvesofZiu 4 Jun, 2016 @ 4:48am 
Anything for Kinetic?
ckolon 27 May, 2016 @ 6:08pm 
Nice homage to Iain.M.Banks - and a great mod, thanks
KOGAHAZAN!!  [author] 27 May, 2016 @ 3:06pm 
I wanted to distinguish *energy* torps from regular torps; regular torps still have the shield bypass effect.

I'm still not 100% on the idea that any weapon system should be able to just completely bypass a defence, though.
Edible Eyebrows 27 May, 2016 @ 3:04pm 
probably the only thing i dont like is how torpedoes damage sheilds rather than bypass them, the whole point of torpedoes is that exact function.
KOGAHAZAN!!  [author] 27 May, 2016 @ 2:51pm 
Sorry, mod went public before I'd finished writing the description. Not sure why.
Graal Otonami 27 May, 2016 @ 2:18pm 
So..... What is it?