Stellaris

Stellaris

Science Matters - Increased Tier Difference
41 Comments
Yandersen 18 May, 2017 @ 9:58am 
"There are currnetly no AOE weapons in this game, therefore no one knows how to make an AOE weapon."
Two ideas come to my mind:
1) Ship aura similar to minefield in effect. Nerf range, buff dmg - and voila.
2) Not sure if it may work... Maybe friendly regen aura with high negative regen can be applied for a split second to the dying ship on the corresponding event? Never tried scripting, not sure.
TianTian  [author] 17 May, 2017 @ 12:13pm 
@San-Kyu, @VoidVoice, @Belial:
This mod is outdate and will not be updated in the future.
I suggest users to try the following mod instead:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=923296934
I like the idea how this mod modified the components and this mod also increased the technology gap between low tier and high tier weapons by changing the modifier efficiency of the weapons (like armor penetration/ shield damage/ shield penetration etc.)
One thing to note is that the RS mod modifies ships as well, so it may not be compatible with NSC/ISB.

For Modders:
Feel free to use any ideas/files in this mod.
San-Kyu 15 May, 2017 @ 8:47am 
Please update this, missiles need severe buffs to not fail under weight of their own suck. The other overhauls haven't touched missiles enough.
scarlet_vermillion 14 Apr, 2017 @ 8:17am 
update it please.
Belial 7 Apr, 2017 @ 2:27pm 
please upgrade this, cant play w/o it :(
Dazz Aephiex 19 Mar, 2017 @ 1:50am 
There are currnetly no AOE weapons in this game, therefore no one knows how to make an AOE weapon.
sana[PP] 4 Feb, 2017 @ 8:14am 
crisis weapon need buff too
sana[PP] 4 Feb, 2017 @ 12:49am 
dragon armor and fortress shield has been modified?
TianTian  [author] 29 Jan, 2017 @ 3:28pm 
@The Bradass Mofo - you will still notice those cruisers recharge shield faster than you damage them, since with T4 missiles, only 20% of DPS damages shield and 80% goes directly to the hull.
TianTian  [author] 29 Jan, 2017 @ 3:22pm 
@The Bradass Mofo - Thank you for the information. They helped a lot. Now missiles have 20-100% shield penetration for each tier instead of fixed 50%. I didn't add +% shield damage to them, since there are so many types of weapons do that and I want to make missiles different from them. Thank you and have fun !
Bradical Terrorist 29 Jan, 2017 @ 2:16pm 
I had tier 4 missiles and he had tier 3 shields, they didn' have PD, were using tier 3 kenetic, and tier 1 plasma, and had Cruisers sestroyers and corvets. I had 2000 more strength than them, and Had destroyers and Corvets, yet I lost with them having 500 strength left, I was 8900,and they were 6500.
TianTian  [author] 29 Jan, 2017 @ 1:50pm 
@The Bradass Mofo - In vanilla game, missiles have 0 shield penetration, it means when the target has shield, missile do 0% damage to the ship. Now they do 50%. So you can still destroy the ship even if it has full shield. I think it's buffed instead of nerfed. For the fast recharging of the enemy cruiser, did you check the shield tier vs your missile tier? please note in this mod, the DPS of missiles increase exponentially with tiers, so if your missile tech level is lower than enemy shield tech level, then this is designed to happen. I used the missiles several times and it seemed to work fine for me. I will do a little bit more test and see if it needs to be buffed more. Thank you for pointing this out.
Bradical Terrorist 29 Jan, 2017 @ 1:21pm 
The shields block 50% of the damage, so you are only doing 50% damage to teh ship, and 50% to the shield, but if the ships shield are strong enough, the shields never go down b/c you are only doing half damage to this. I witnessed this on a enemy cruiser, its shields were recharging as fast a I was hitting them, so I was perpetually doing 50% hull damage, this is also bad when you have secondary weapons that are bad against shields, like plasma, so a I tough at 25% increase to shield damage would eleveate this, so you would still be doing reduce shield damage (75%) but it wouldn't be so detrimental and and you would be able to take the shields down on bigger ships.
TianTian  [author] 29 Jan, 2017 @ 8:51am 
@The Bradass Mofo - Sorry for the NSC techs. I won't remove the file at the moment since most people use NSC. For the shield penetration, if you can damage the hull directly and destroy the ship, why do you want to damage the shield?
Bradical Terrorist 29 Jan, 2017 @ 4:34am 
The 50% shield penetration feels like a bad thing, since it is diong 50% less damage to shield it feels like the enemies shields never go down, meaning I'm just doing 50% damage to every ship I come across that has shields. Maybe +25% damage to shields or something, but they feel even worse than b4.
Bradical Terrorist 29 Jan, 2017 @ 3:52am 
I am getting techs from NSC popping up without the mod installed, but wthout the icons and the descriptions are messed up...
Joshyan 17 Jan, 2017 @ 1:22am 
Thank for make missile great again. :steamhappy:
TianTian  [author] 14 Jan, 2017 @ 5:35pm 
@Belial - Just checked its stats. It has a much larger weapon range (20 vs 8) and its health is higher too. I will keep an eye on it. Thank you for pointing it out.
Belial 14 Jan, 2017 @ 5:32pm 
I believe so, I dont really use much bombers/fighters anyway I just hear amoeba referred as such a lot. I have no solid opinion on the matter anyway.
TianTian  [author] 14 Jan, 2017 @ 5:31pm 
@Belial - The strike craft only has 3 tiers. When you say t2.5, you mean slightly lower than the highest tier, is that correct?
TianTian  [author] 14 Jan, 2017 @ 5:29pm 
@Belial - When I check its energy cost, it's 30, the same level as T1 strike craft. Now I am thinking if I need to nerf them, since the vanilla T1 strike craft was nerfed... I will leave it for now.
Belial 14 Jan, 2017 @ 5:28pm 
You still need to aquire it through fighting amoeba, and also they'd lack "uniqueness" if they were to have the same stats as T2 bombers. If anything I'd rather have them completely altered to be more unique, rather than just buffing them mindlessly. However if you ask my opinion, I think they should stay at t2.5
TianTian  [author] 14 Jan, 2017 @ 5:26pm 
@Belial - the cost to research them is only 2200, the same as T1 strike craft. However, they are as strong as T2 bombers (The cost for T2 strike craft research are now 4000.) So I think they don't need to be buffed to T2.5 again. Let's just keep it at T2, unless you think the research cost should be increased as well.
Belial 14 Jan, 2017 @ 5:01pm 
I think amoeba is often referred as t2.5 strike craft
TianTian  [author] 14 Jan, 2017 @ 2:39pm 
@Belial - Thanks for the information. I will check their data sheet in vanilla game and will put them in the same location in the modded weapon system.
TianTian  [author] 14 Jan, 2017 @ 2:37pm 
@Belial - Now the tech level of PD and missiles matters a lot. If you have T5 missiles and your enemy only has T1 PD, they will need 3-5 shot to kill a single small missile. Health of T5 small missis is 5 and T1 PD has a damage of 1-2.
Belial 14 Jan, 2017 @ 2:36pm 
I dont know about their tier level. Void cloud worked for me for a long time, other weapons were sort of unique so Im not sure about them.
Belial 14 Jan, 2017 @ 2:33pm 
thx I feel this mod is what the game needs. Tier difference indeed lacked that sci-fi feel, where having tier 5 tech vs tier 2 or 3 tech didnt matter as much as sheer fleet numbers.
TianTian  [author] 14 Jan, 2017 @ 2:33pm 
@Belial - how efficient (compare to vanilla weapons) the salvaged weapons are in vanilla game? As I remembered, they are low tier weapons used in early game, which is stronger than T1 weapons. Am I correct? Sorry, I didn't use them much. I will check their vanilla DPS and rebalance them.
TianTian  [author] 14 Jan, 2017 @ 2:25pm 
@Belial - The point defence and missiles are balanced well. The health of small missile is not increased at all. Only medium and large missiles buffed, to follow the L=2M=4S rule. So if you have defence point and missiles at the same technology level, (T1PD and T1Missile, T2PD and T3Missile, T3 PD and T5Missile), the point defence can one shot kill a small missile, two shot kill a medium and 4 shot kill a large. I forgot the salvaged weaponry, I will update it soon. Thank you for the reminder.
Belial 14 Jan, 2017 @ 1:34pm 
Also on point defence its not only used to counter interceptors but also to counter missles that have buffed health. how does it fare with your mod?
Belial 14 Jan, 2017 @ 1:33pm 
what about salvaged weaponry such as drone lasers or void cloud lightning? Personally Im a huge fan on void lightning (i find its extremely good on larger ships) and I dont want it to fall behind.
Velaroz 13 Jan, 2017 @ 6:25pm 
@TianTian I understand just fine. I still plan on using TFW's BoSP, if only because of some of the ethos-specific weapons [namely, the psionic weapons. Love their aesthetic.]
Huntsman 13 Jan, 2017 @ 2:15pm 
@TianTian I understand and respect your decision. And I can see where that would become unbalanced for tech focused nations have weapons that supremely more powerful that the average nation. I am certainly a little sad but I accept it. I'll definately try and go without the mods some time to play with this. But I enjoy the mass of techs that the mods add as I tend to cruise through technologies in my games faster then anyone else. All the same I love the idea of this mod and look forward to using it.
TianTian  [author] 13 Jan, 2017 @ 1:40pm 
@HuntsmanMC - I used to use those mods as well. After playing for a while, I found when using those mods, the tech tree became too long for me. And I was thinking, if I can make the tier difference larger, why do I need 10 tiers if I can have the same results from 5? That's the reason I made this mod. I won't add compatibility patch for those mods in the future, for two reasons: 1. Current 5 tier system works very well. T5 weapons have DPS 5 times higher than T1. If I make all 10 tiers follow this ratio, (1.5^9 = 40), T10 weapon will be 40 times stronger than T1, which will introduce balance problems. 2. It's not a like coding a few lines. I need to rebalance all the values one by one for those hundreds of components added by those mods. It will drive me crazy. Still, thank you for the rate and favorite.
Huntsman 13 Jan, 2017 @ 1:08pm 
TFW's ship parts, advanced weapons, and Crystallis expansion. Tall orders all of them but I would love to see this mod affect all of them one day. I hope at some point I can attempting to use this mod. But seeing as I run with multiple weapon mods that add more tiers it makes it difficult. Still you earn a Rate and a Favorite.
Velaroz 12 Jan, 2017 @ 6:16pm 
I'd love to see these sort of tweaks in TFW's Bunch of Ship Parts. Differences in tech levels for weapons/defenses should be a rather visible difference in numerical values.Admittedly, it increases the range of techs from 5 to 10 for many things, with some side-grades that are ethos-specific.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 7 Jan, 2017 @ 8:15am 
Thx dude !
diamondnoose 6 Jan, 2017 @ 10:51am 
great thanks, looking forward to giving this a go!
TianTian  [author] 6 Jan, 2017 @ 10:14am 
@diamondnoose - I was just editing the files. Now it should be working.
diamondnoose 6 Jan, 2017 @ 7:58am 
tryed to subscribe....need permission?? you have it set on private?