Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
533 Comments
Doomwarrior  [author] 29 Jan, 2020 @ 5:33am 
most likely yes ;)
Yaddah 29 Jan, 2020 @ 2:21am 
Oh, that's unfortunate. Mods like this are probably still very needed.
Doomwarrior  [author] 28 Jan, 2020 @ 7:45am 
As i said in the other mods comment section, i suppose paradox still has not taken very good care of it but i have not run the numbers in a while. So i cannot be certain. To setup this mod for 2.5+ would be a LOT of work though
Yaddah 28 Jan, 2020 @ 2:02am 
Is this mod still needed today?
Doomwarrior  [author] 7 Dec, 2018 @ 9:57am 
My first 2.2 quick balance fix for some of the obviously stupid things:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1584571997

More to come
nia727 19 Nov, 2018 @ 2:36pm 
oki
Doomwarrior  [author] 19 Nov, 2018 @ 2:35pm 
certainly not before the new patch, afterwards i might take a look.
nia727 19 Nov, 2018 @ 2:21pm 
up please
Mosley was right 5 Sep, 2018 @ 6:25pm 
Just my two cents. Good luck with your mod!
Doomwarrior  [author] 5 Sep, 2018 @ 9:20am 
I guess we will see :)
Mosley was right 4 Sep, 2018 @ 4:19pm 
An interesting idea. I would consider it, but after reading the dev diary for the upcoming patch, i don't think i really care for what they are trying to implement with 'crime' and 'planetary stability'. To me, that will take more away from the galactic expansion (which was the main reason for this game's existence from the beginning) focus than it will add to planetary management.
Doomwarrior  [author] 4 Sep, 2018 @ 8:36am 
Anyway, after the next update i might consider taking another look at the combat system and general balance, if anyone wants to "seriously" get involved it would be much appreciated. Not everything here is math related so playtesting and helping figuring stuff out in a general sense of the word are just as important if not more so.
Drop me a word, if that sounds appealing to you...
Doomwarrior  [author] 4 Sep, 2018 @ 8:34am 
It is not making things easier, however i do favour product updates and product lifecycle enhancements over relying on modders to do that job any time, even if it means i have to let go of a mod i worked on or work really hard to keep up. But eventually the product should get better with new DLC and free patches if done right... sometimes a bigger if than others^^
Mosley was right 2 Sep, 2018 @ 5:55pm 
ANOTHER big patch on the way? I'm sick of Paradox breaking all my mods over and over again, and i'm sure modders like yourself are as well. :steamfacepalm:
Levantinyx 1 Aug, 2018 @ 1:57pm 
Mmh feared/expec as much. Can understand why you don't want to do it all again only to have it reworked on you. Also I am willing to lend a hand as far as I can if you ever do decide to give it another go (just tell me and if I'm not in examns I'll do what I can although I never was the best minmaxer for weapon efficiency, but more out of neglegience as I didn't want to cheese ai, just going for a thematic weaponry).
Tbf weapon efficiency being even with higher tiers having more value/ship makes a teched ship have smaller numbers on some value and thereby bigger fleet disparity bonus but yeah, completely underwhelming for the tech invest.
And ofc disengagement just preventing any early aggression on higher difficulties... Can't gain ground as you need to back off and repair as his fleet near full power will be returning repaired 1-2 months after the battle (ranting)
Doomwarrior  [author] 1 Aug, 2018 @ 11:57am 
Well, right now it looks like they still cannot really fix the corvette spam, which is sort of lame to be honest. But the core problem to that ship goes deeper than just pure battle value...that alone is rather frustrating but fixable by paradox. My initial tests on 2.x still show some pretty fundamental issues as in weapons still dont get better by upgrading they go sideways now....which is...meh!

However, it is a rather monumental task to rebalance once again everything. Like weeks of math and testing and testing and testing...even with all my formular still available and ready to use it will take a long time to get it straight.

Without some motivated help i fear i dont have enough time to do it any time soon. And with the new big patch and massive upgrade around the corner...well there is always the chance they might...fix sth. (ok chances are slim) ;-)
Levantinyx 31 Jul, 2018 @ 6:24pm 
@Doomwarrior so how's your assesment? are they heading in a good direction that you feel less need of this mod or are they screwing things up so often you don't see yourself blowing the time "over and over again" which is completely understandable
Emperor Cheesius Secundus 6 Apr, 2018 @ 11:23am 
Ah ok. I'll unsub but keep an eye on the chat.
Doomwarrior  [author] 6 Apr, 2018 @ 11:19am 
This mod here is not yet updated to 2.x stellaris yet. Ill let paradox do their beta patch stuff for a while and see how it turns out. They are constantly changing major stuff i really dont want to do this over and over again its a lot of work to balance stuff
Emperor Cheesius Secundus 6 Apr, 2018 @ 10:05am 
I'm using the up-to-date version of nsc so i hope that clears things up.
Doomwarrior  [author] 6 Apr, 2018 @ 3:28am 
are you running the old version of stellaris (1.9x) and NSC, then yes to a degree but as soon as you start building NSC Ships and weapons those are not balanced towards the intended balance of this mod.
Emperor Cheesius Secundus 5 Apr, 2018 @ 10:40pm 
Does it work with nsc?
Doomwarrior  [author] 3 Mar, 2018 @ 3:40am 
So apparently Corvette Rush is a thing again. After a few initial tests it looks like torpedo/Autocannon mix combined with the targeting computer is the way to end your enemies pretty effectively. Not only are they the fastest travelling ship in the game, they are ridiculously fast to replace, cheap, you need way less fleet cap to get around the same fleet power and with the same minerals spent on them you get more bang for the buck as you get with any other ship.

There is very little standing a chance against it. A PD Destroyer does the job but that thing is so specialized it does not stand a chance against anything else. I tried several things up to now but this corvette has ridiculously high win chances against most other combinations. Its not even funny anymore. I guess we are back to the start with parado balancing....so sad
Doomwarrior  [author] 23 Feb, 2018 @ 11:14am 
There is one thing apparently wrong with the balancing and that is the early game start system randomness. The luck factor is game deciding. And takes away from the fun if you can end up with up to 500% more or less ressources than you opponent in just a few systems.

Thats why i decided to fix that balancing by creating this Mod:
Balanced Start System Generation - More balanced deposits nearby home systems
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1311024910
Doomwarrior  [author] 23 Feb, 2018 @ 4:19am 
I have to say i like the general direction of the new DLC and patch... great work from paradox. Ill do the math and see what might still be going on but it will take some time. Enjoy 2.0 meanwhile...
Doomwarrior  [author] 17 Feb, 2018 @ 9:46am 
A quick announcement for the upcoming apocalypse DLC, i will have a look at it and test as much as i possibly can to see what needs to be changed and adresses. I will try to get this mod updated ASAP. However given the fact that it has rather drastic changes, this can mean a lot of things to take care of. We shall see... i will be on it.
Kencko 24 Dec, 2017 @ 2:41pm 
Cheers!
Phil 24 Dec, 2017 @ 2:36pm 
@Doomwarrior - I was just thinking if the current power level isn't helpful, redesign one that is? I was simply suggesting a different metric.
Doomwarrior  [author] 24 Dec, 2017 @ 12:41pm 
I am in a german community for stellaris and we often play MP games, sometimes closer and sometimes a bit more special than vanilla. A good start would probably be something alongside autobuild from had, my mod, some story and event mods and battle survivors :) enjoy
Kencko 23 Dec, 2017 @ 2:24pm 
I'm looking for a close to vanilla mod recommendation is their a balanced pack with this in?
Doomwarrior  [author] 19 Dec, 2017 @ 4:08pm 
@Phil i have not even started to think about that. What do you think would be the benefit of it? Not sure it can be achieved easily though
Phil 19 Dec, 2017 @ 9:23am 
@Doomwarrior - Is it possible to mod the display of "Fleet Power" to calculate differently, or is that hard coded and out of your hands? I imagine you could base the value on a different metric of, say, ship hull and power, ignoring the weapons dps? I don't know. Just thoughts. Thanks for what you do!
Doomwarrior  [author] 16 Dec, 2017 @ 5:35am 
well other mods with other weapons ofc influence the calculations, however since the balance is a little different and there is a real counter system in place... you cannot solely rely on strength its just a rough number. It tells you that you have that relative power but if you have many big ships with heavy weapons and shields and your enemy has shieldbreaking corvettes against you, even with a small fleet he will get a massive bonus and you wont hit much...stone, paper, scissors so to speak
Osiris 15 Dec, 2017 @ 7:29am 
Question about this mod: How accurate are the game's fleet strength calculations given the changes here? Can I reliably expect my fleet the game says has 3K power to win against the 1.5K power fleet? I'm asking because I had this scenario and lost, but I had several mods enabled so not sure if this happened because of this mod or another.
Still Alive 12 Dec, 2017 @ 12:10am 
@Doomwarrior Thanks for the answer. Thanks also for this wonderful mod
Doomwarrior  [author] 11 Dec, 2017 @ 8:49am 
Nope not right away, the Thrusters, FTL and Aux parts have been split into shipsize specific parts. Those have their own cost in terms of minerals and energy to balance them out. As it makes no sense to have the same Thruster for a small corvette and a huge battleship with the same stats, costs and upkeep. It just does not work. So in the name of balancing it had to be changed. There is a compatibility version though linked above.
Still Alive 11 Dec, 2017 @ 7:55am 
Is this compatible to NSC? TIA
Doomwarrior  [author] 15 Nov, 2017 @ 3:23am 
@rotorfib i have created a small compatibility fix for your issue. Try it out, let me know if it works as you wanted it to. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1201632422
Since i dont have a save game i completely rely on your input with this. But i think it should work just fine, its basically just a fix for the defines, that allows you to now have more levels on your spaceport.
RotorFib 14 Nov, 2017 @ 7:51pm 
Hmm.. ya same issue with the fleet size and Spaceports Expanded and after level 6 your fleet size drops to like.. low double digits? I was like eeeeek!! lol Loaded a save and have just kept them at lvl 6; Also I don't use NSC (yet) but I am guessing its the same story with Realstic Ships? I can just wait for the NSC compatability. Does anyone have any decent recomendations for Spaceports with Combat Balancing?
WolvesofZiu 1 Nov, 2017 @ 1:36pm 
Good for NSC yet?
Lmoy 31 Oct, 2017 @ 11:25pm 
Thank you for the quick response and fix! I love your mod, by the way.
Doomwarrior  [author] 31 Oct, 2017 @ 9:33am 
@Lmoy Space Stations have Vanilla HP now, should be much stronger now, thx for the hint
Doomwarrior  [author] 30 Oct, 2017 @ 6:11pm 
It was the old vanilla settings not all values get changed all the time, only when i am made aware of some thing i missed i change stuff to "now" vanilla if it makes sense. Ill have a look at it
Lmoy 30 Oct, 2017 @ 5:47pm 
For some reason, this changes my stations to have 15k hull points rather than 50k, which is a massive nerf to them when they're already pretty useless. Is that intentional?
Doomwarrior  [author] 28 Oct, 2017 @ 8:55am 
we can ofc try to change ai behaviour, but i dont know the first thing about that, so that might be a bit tricky. If anyone has ideas how to adress it i am happy to make those changes together.
-=[TTD]=- NOIR 28 Oct, 2017 @ 6:07am 
thank you
Doomwarrior  [author] 27 Oct, 2017 @ 3:42pm 
952619600
-=[TTD]=- NOIR 27 Oct, 2017 @ 2:25pm 
Hi. I discovered, that te AI cant handle with the Naval cap changes. The hard AI feels like an very Easy One. Can you change it to vanilla settings, or can you give me the mod id, please?
Doomwarrior  [author] 25 Oct, 2017 @ 5:54am 
@Tibbnak this is a little too undetailed i fear, if you want to show how unbalanced something is you have to do a little more effort in showing relevant proof of this.

Relevant means: List both ship types in question with all their equipment and setup, list the price and the dps, hitchance, armor etc values. Setup an economically equal fight and repeat that at least 10-20 times if not more. Show some screenshots... one battle in one game is not enough for balance issues. I cannot do anything with your information like this. Nothing. How am i to reproduce it? How can you be sure you had a fair setup with same amount of ressources spent?

I cant become active and reevaluate anything if i dont have proof or at least something reproducable.
Quin 24 Oct, 2017 @ 5:07pm 
Ai still spams the shit out of corvettes, and a swarm of teir 1 corvettes can defeat an anti-corvette + point defense tier 4 destroyer group of almost triple the war power and take barely any losses.