Starpoint Gemini Warlords

Starpoint Gemini Warlords

GeminiDefenseInitiative
47 Comments
Alan 7 Aug, 2024 @ 12:28pm 
So, just for anyone coming on this mod, this mod does not affect ships added of modified by other mods and is not compatible with mods like the carrier mod or grandmasters mod. If you use those, the associated ships will be vastly underpowered and die constantly.
Menghis Khan 8 Aug, 2020 @ 5:22pm 
I noticed that, due to the fleet power increases this mod causes (gunships are roughly 1k fleet power, destroyers are roughly 5k-6k fleet power), the player quickly hits the MaxFleetPower cap given by the HQ Tactical module. Since a lot of the military and other important stations have around 20k-30k fleet power, this means that they are essentially impossible to take without direct intervention by the player when your own max fleet power (at max Tactical module upgrade) is 25k.

I have been playing with bigger values for these modules ( Data\Models\Player_Station\HeadquartersModules.def ), roughly 2-3x higher than the vanilla default, when using this mod. If @NovaCameron is still maintaining this mod, I would recommend you take a look at integrating a similar change into this mod.
Maff 23 Oct, 2018 @ 10:13pm 
Hey NovaCameron. I'm not sure if you're still keeping an eye on this mod, but I had a couple of questions for you if you're happy enough to answer them.

Is this compatible with the Endpoint DLC?

How would you feel this mod would work with the Enhanced_Immersion mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1249423932&searchtext=

TENGILL 12 Sep, 2018 @ 2:33pm 
TheFlamingRed used some strange formating.
This is the link he was trying to post.
https://steamhost.cn/steamcommunity_com/app/419480/discussions/0/1743343017614783359/
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 12 Aug, 2018 @ 5:08am 
@TheFlamingRed,
Your link is blocked by Steam.
The Flaming Red 11 Aug, 2018 @ 1:21pm 
I came to some similar conclusions regarding fleet / ship balance (https://steamhost.cn/steamcommunity_com/app/419480/discussions/0/1743343017614783359/) . Your mod seems to be the only ship overhaul I could find. Have you got a complete change log of what you've changed so I can see the exact effects you've made?
viralxlagann 10 Jul, 2018 @ 3:36am 
Maybe its not an issue and apart of the game. AI ships awkwardly attack structures and carriers will only use skills pretty much just functioning as decoy.
NovaCameron  [author] 24 May, 2018 @ 8:52am 
Eh I messed up a ship causing a crash. Fixed now. Ships are updated to new files.
NovaCameron  [author] 23 May, 2018 @ 4:22pm 
Added PROXIMA hull adjustments. (x4) Might need to be higher...
NovaCameron  [author] 23 May, 2018 @ 4:06pm 
Added new ship: Glycon
NovaCameron  [author] 22 May, 2018 @ 5:06pm 
Added fixes for equipment.
NovaCameron  [author] 21 May, 2018 @ 9:01pm 
Weapons Fixed. There are some small ones that I need to increase. But all the main ship weapons have been edited. Things like turrets and code named weapons I'll have to take a look at. I will have to take a look at soak and evasion to see what values, other than what is in now, I want. I also want to change the manuvure of ship classes so they handle far more differently. Right now they kinda all handle the same.
NovaCameron  [author] 21 May, 2018 @ 5:31pm 
Nice new update (finally... Sorry about that.) Fixed Ship ratios. I am happy with them and it will probably stay. Weapons and Skills have been increased to compensate for the Higher HP though not as much. I've removed the redone AI ship layouts as I think I messed them up the first time so I will redo them later. The tooltip boxes seems to reject the new numbers for the Weapons and I am unsure as to why. (Probably has absolutely nothing to do with weapons and is a text file or something.) Added all the new ships in all the DLC so it is up to date now. Shield regen has been increased so shields regan at a good rate (about 100 seconds). Small ships have a modest soak applied and increased evasion.
Kaju 30 Jan, 2018 @ 8:40am 
Hi.

Please, guys, I need some help with this mod. I already have the GEX and GSE working fine, but this GDI doesn't change anything.

I tried to uninstall it already, however it doesn't work.

Could you tell me anything else to try? Or maybe give me a hint how to check it properly? (My checking way is just watching if any ship's HP on Concordia changes. On fighting, enemies keep dying with one shot)
Cruel Destiny 30 Sep, 2017 @ 10:45am 
While I do enjoy this mod I must reccomend you only activate it after you have a decent fleet with you. In the early stages of the game battles take a long time to complete due to it usually being just you and maybe a few other ships.
Fuzen 23 Aug, 2017 @ 10:33pm 
Love this mod. I'd just have one request: could you also improve Proxima's HP? Taking a planet on extreme difficulty is nigh impossible without cheesing with ships that resilient.
Hierarch 12 Aug, 2017 @ 11:07am 
After applying this mod, missiles/heavy weapons seem to only launch when facing the right side of my ship to the enemy instead of being able to launch from all four sides
Irregular cone 23 Jun, 2017 @ 12:49pm 
i like the idea, but it took forever to take out a frig...lower the shield and hp would be nice.
double the game original values would be nice.
Jenk 18 Jun, 2017 @ 4:37pm 
the hull is great, makes for great survivability, or increase the damage of weapons significantly for the player. , whatever works, lol less shields, or more weapon damage to counter the increase
Jenk 18 Jun, 2017 @ 4:35pm 
the great part is, i actually did last against 4-5 gunships as i slowly blasted them away...but those shields...
Jenk 18 Jun, 2017 @ 4:34pm 
Would it be ok, to reduce the amount of shields? its insane..i spend 5 minutes on one gun ship to reduce his shields..

and the other few minutes destroying his hull..
mstachife 18 Jun, 2017 @ 9:35am 
Yeah +1 on this so far. Makes me actually use a support fleet instead of soloing everything. Ty
mstachife 18 Jun, 2017 @ 8:45am 
Gonna give this mod a go, tired of running over everything in my dread.
Crinkle Crow 14 Jun, 2017 @ 6:10pm 
This mod has made my playthough sooo much better, without it any ship smaller that a frigate would die as soon as a fight started.
Ragnel 11 Jun, 2017 @ 5:09am 
nice
NovaCameron  [author] 10 Jun, 2017 @ 4:04pm 
Also if you thought the AI fleets were really really weak, they are. I highest I saw was only 13k fleet power. This will be fixed and you will soon have to be careful with enemy fleets.

If you want... and why not? those fleets are supposed to challege you! No to be 'oh there is an AI fleet... so?' or 'Oh that was enemy warmaster and their fleet?' or 'I've seen patrols bigger than those fleets...'
NovaCameron  [author] 10 Jun, 2017 @ 3:53pm 
Also I think I am going to nerf shields some (ok a lot) as they are the things from keeping your ships getting damaged. (I over did the shield regen for concord, oops) Also! the AI Fleet modwill help you die faster!
NovaCameron  [author] 10 Jun, 2017 @ 3:44pm 
/uScientistMan86 It is a dumb system actually. The main difference between Tech1 and Tech 2 is ... Level. Whatever that means. I think it is s defense and maybe attack multiplier? I have no idea, and slightly better weapons. And the cheapness of the Tech2 research with the fact that they are not that much more expensive means Tech1 ships are completely pointless in my view. Why spend money on a ship that is so weak that a tech2 is twice as good (or more) but only costs a few hundred more?
NovaCameron  [author] 10 Jun, 2017 @ 3:38pm 
*maniacal laughter*
I have found the AI Fleet files!
Now the question is: How much pain do you want?
*maniacal laugher continues*

It will be a seperate mod, but the way I want to balance it I will take the Station mod and merge it. Cause I have to. Hahaha
This will be FUN, in the Dwarf Fortress sense!
🔥𝕲𝖗𝖎𝖒🔥(^ω^) 10 Jun, 2017 @ 7:33am 
GDI?

Its Time for NOD :O
ScientistMan96 10 Jun, 2017 @ 4:09am 
not sure if it's a thing you can do, but I only just started playing this yesterday, and already HATE that I can spend the time and resources to convince RnD to whip up a nice new ship varient to use, only to find that, though it's my personal materials supply being used for funding, I never get to lay a finger on the resulting ship.
NovaCameron  [author] 8 Jun, 2017 @ 7:32pm 
Been working on Balance and... there is something wrong with vanilla.... I do not know what it is. I think the scripts hold the key for all AI ships sadly. I think the AI is gonna have to get some serious help. The fleet ships do have powerful weapons. In fact they get nearly the best weapons in the game. So the weapons will need a rebalance... Perhaps ship behaviours as well... I will have to think on it.
Love 7 Jun, 2017 @ 3:33pm 
Very nice, keep up the good work!
NovaCameron  [author] 6 Jun, 2017 @ 7:05pm 
Note: The speed at which I wanted to resolve this means there are some weapons changes already put in for Concord but not others yet. If you find your ships killing others easy, this is partly intentional, but mostly a WIP. The AI will be killing your ships faster soon as well.
NovaCameron  [author] 6 Jun, 2017 @ 7:01pm 
That I can say is untrue as there are no mods which change mines or stategic map structures yet. I personally use all the popular mods and it works with all of them so far. Unless I am missing one. If you do know of a mod which changes structures as well please do tell. I want to see what they did and how they did it.

I split my mod into three parts:
GDI will focus on ship balance.
GSE will focus on station toughness and overhaul, eg. station strenght and reward.
GEX will focus on structure overhaul eg. mines, extractors, reclaimers, landmarks, and others.
Arakus 6 Jun, 2017 @ 12:03pm 
Yep, for economy changes we have already enough good mods which will conflict with your changes!
If i must make a choice between the other economy mods and yours i would get the others, even when i can't use your other ( hp ) modification then, sorry!
Love 6 Jun, 2017 @ 4:53am 
I really like the idea of this mod. I would be interested to see the ship changes split up from the economy changes into a seperate mod. I understand if that isn't really feasible especially if your design of one depends on the other.
NovaCameron  [author] 5 Jun, 2017 @ 9:46pm 
Patched: Pulled mining structure changes due to incompleteness.

Working on rebalancing fleet weapons. I also think shields are too tough but I will work through weapons changes first to see how they are affected. I looks like ships are given weak weapons for some reason.
NovaCameron  [author] 5 Jun, 2017 @ 6:28pm 
Quick patch:
I did look over the numbers and do agree it was a bit rediculous. I fix it so it is much smaller. relays and repair will only give a trickle. I am thinking if it is even benificial to push an economy overhaul... Least right now.
NovaCameron  [author] 5 Jun, 2017 @ 6:01pm 
See addendum ^
Arakus 5 Jun, 2017 @ 5:12pm 
Sorry but with your changes for economy your mod is not for me anymore!
You have gone much to far for me, hitpoint additon was ok but the rest makes the game totally unbalanced for me!
NovaCameron  [author] 5 Jun, 2017 @ 3:58pm 
Version 2 is up! I need to have a forum post... Hope you enjoy. And I hope to have a way to allow structure upgrades past 3.
NovaCameron  [author] 3 Jun, 2017 @ 7:38pm 
I found the structure files! And it looks good. Expect an Economy rebalance soon. Up coming patch will remove fighters (for now at least), add in some new structure balance and levels, rebalance research costs, and slash shield regen on all ships by a third (most likely).
NovaCameron  [author] 3 Jun, 2017 @ 1:15am 
You have to copy the file into a mod folder structure. Edit it there and that's it.
Brokenarrowz 2 Jun, 2017 @ 11:31pm 
hey how are u able to edit hull and shield points, i can edit it over and over again in notepad and it never seems to take
NovaCameron  [author] 2 Jun, 2017 @ 8:43pm 
I'll look into it but I only added fighters.... dunno why they wouldn't dock.

Patch: Fixed gunboat, corvette, and destroyer shield regen. They were tanking way too much.
games22 2 Jun, 2017 @ 6:12pm 
figthers might be bugged, they get stuck at returning sometimes. i think it it happens to the ai also as in long fights no one has fighters after a bit