Stellaris

Stellaris

TFW's Bunch of Ship Parts 1.9
That Feel When  [developer] 22 Oct, 2016 @ 6:35am
Feedback thread
Suggestions and bugreports are wanted.
Last edited by That Feel When; 12 Dec, 2017 @ 2:55am
< >
Showing 1-15 of 74 comments
NicaEM 22 Oct, 2016 @ 12:36pm 
I think you should give an XL version for the bio weapons, since the gravi and psi have one. That or completely make them torpedoes. Maybe.

Since the Dark Matter emitter seems to be the evolution of the Focused Arc Emitter, why not make it an XL too?

I'm unsure about the improved bio-armor giving more armor than the Large Dybarion Armor, as well as Hull Regen.

And finally, all the Large shields give add +1 shield regen from 3.6 at lvl 1 to 7.6 at lvl 5, then at lvl 6, also 7.6, to 9.6 at lvl 8, then only +0.4 then -1? Is this intentional?
And I liked the fact that (before this update) the shield lvl 10 gave as much protection as lvl 9, but used less energy, it felt good somehow.
That Feel When  [developer] 22 Oct, 2016 @ 6:26pm 
Salut! Thanks for your feedback!
Originally posted by NicaEM:
I think you should give an XL version for the bio weapons, since the gravi and psi have one. That or completely make them torpedoes. Maybe.
I think about it a lot... This weapons must be powerful, but not OP. And also they must be equal to each other. Making a bioweapon XL-size possibly is too unrealistic... Hmmmmm. But you are right, there must be some changes.

Originally posted by NicaEM:
Since the Dark Matter emitter seems to be the evolution of the Focused Arc Emitter, why not make it an XL too?
Nope, DME is not the evolution of Arc Emitters, it is a side-line weapon, but okay, maybe there will be some changes.

Originally posted by NicaEM:
I'm unsure about the improved bio-armor giving more armor than the Large Dybarion Armor, as well as Hull Regen.
Fixed. The mod will be updated today.

Originally posted by NicaEM:
And finally, all the Large shields give add +1 shield regen from 3.6 at lvl 1 to 7.6 at lvl 5, then at lvl 6, also 7.6, to 9.6 at lvl 8, then only +0.4 then -1? Is this intentional?
And I liked the fact that (before this update) the shield lvl 10 gave as much protection as lvl 9, but used less energy, it felt good somehow.
I made some bugs in shields file that and forgot to look in error logs so now it is unbalanced. Pls note Extradimensional (lvl 10) shields have less regeneration level then Cascade (lvl 9).
Thalzamar 23 Oct, 2016 @ 6:44am 
I noticed that you Grav-Lance is better than the vanilla Lances but still weaker than the Giga-Cannon
giga-cannon:
Power Usage 120
dmg: 133-265
cooldown 7.85
acc:90%
range 120
average dmg. 22.81
ignore 50% armour
+33% Sielddmg

it is on paar with the kinetic artillery III but you have to sacrifice 2 L for 1X

hope this helps for balancing

Also a question: are the advanced weapons sort of exclusive ?
researched the biocannon and the gravicannon at the same time but only had after that the grav-Lance
never got the advanced psyonic one even though i had a psychic scientist
or the advanced countermeasure
or the devourer torpedo
That Feel When  [developer] 23 Oct, 2016 @ 7:01am 
Originally posted by Thalzamar:
I noticed that you Grav-Lance is better than the vanilla Lances but still weaker than the Giga-Cannon
Yes, it's true. I haven't decided yet what to do with it. I promise I will do it later.
Originally posted by Thalzamar:
Also a question: are the advanced weapons sort of exclusive ?
Yes, you must choose between 4 types of them (if your ethics allow you). Maybe later I will add a possibility to earn other techs in some special quests.
Last edited by That Feel When; 23 Oct, 2016 @ 7:02am
Thalzamar 23 Oct, 2016 @ 10:27am 
Originally posted by That Feel When:
Yes, you must choose between 4 types of them (if your ethics allow you). Maybe later I will add a possibility to earn other techs in some special quests.
you should say it in the mod discription because i don't saw it anywhere

well i did now cheat to look at the other weapons
let's just say the emp emitter is garbage in my opinion especially when using new ship types
(the auras of battleships,carriers and dreadnaughts can cancel it)
it is a nice idea but it should be more powerful if you forfit the other type of weapons

the psylance is a weaker version of the grav-lance
maybe it should deal more dmg against shield or bypass some of it ?
so they are different at least

the biocannons are nice
the drones feel to slow, they deal nice dmg but why use them if the bastion PD reduces it evasion to 40% (only 25% when using the string sensors)
with the torpedos it's even worse with the evasion eff. you can cancel it
also the suicide drones deal less average dmg. in large mounts, should it be like that ?
maybe you can make a repeatable tech that gives all explosives a speedboost in the biopath ?

it would also be a way to distinguish the path's with tech that gives diff. boosts




hope this helps/gives ideas to you

Last edited by Thalzamar; 23 Oct, 2016 @ 10:28am
That Feel When  [developer] 23 Oct, 2016 @ 4:50pm 
Originally posted by Thalzamar:

you should say it in the mod discription because i don't saw it anywhere
You are right... It was somewhere somewhen and now is lost.

Originally posted by Thalzamar:

let's just say the emp emitter is garbage in my opinion especially when using new ship types
(the auras of battleships,carriers and dreadnaughts can cancel it)
it is a nice idea but it should be more powerful if you forfit the other type of weapons
Have you tried it in a battle? Balancing all aspects of mod is really hard. Maybe it will be buffed.

Originally posted by Thalzamar:

the psylance is a weaker version of the grav-lance
maybe it should deal more dmg against shield or bypass some of it ?
so they are different at least
Not so much They are nearly equal. Psilance has better armor penetration (as I remember, I am at work now and can't say exactly).

Originally posted by Thalzamar:

the drones feel to slow, they deal nice dmg but why use them if the bastion PD reduces it evasion to 40% (only 25% when using the string sensors)
with the torpedos it's even worse with the evasion eff. you can cancel it
also the suicide drones deal less average dmg. in large mounts, should it be like that ?
maybe you can make a repeatable tech that gives all explosives a speedboost in the biopath ?
Bastion PD is rather rare. Yes, drones penetrate 100% of armor and so they deal less damage... I must do additional tests and try to balance this. Don't know about repeatable tech, maybe yes, maybe no...

Originally posted by Thalzamar:

hope this helps/gives ideas to you
Yes, thanks a lot!
Thalzamar 24 Oct, 2016 @ 7:53am 
i really love your mod that's why i look a bit closer at it and give suggestions

there is new tech (probably obtainable by crisis)
armour VI 4,5/9/18
deflector VI 150/300/600hp 4,6/6,6/8,6reg
powercore VI 35/70/140
aux. Thing with tracking +3 and hit+3
aux Thing with Evade +3

for your information : tracking reduces evasion by the same amount
so even a pd mark 3 reduces suicidedrone evasion to 50%

maybe you should do it something like this
bio= explosives/drones like prethoryn swarm
psy= energy like unbidden
materialistic= ballistic
peace= better defense (hp, armour,shield )

it would make every path different
also if you add new repeatable tech's try to add them to physics it has the fewest of all 3

of to some emp testing then
if they stack then they can become really powerful

edit: did some testing with 10 ships and 10 emp emitter
they do not stack so yeah they are underwhelming considering you give up the weapons of the other path's
Last edited by Thalzamar; 24 Oct, 2016 @ 9:10am
That Feel When  [developer] 24 Oct, 2016 @ 2:16pm 
Originally posted by Thalzamar:
for your information : tracking reduces evasion by the same amount
so even a pd mark 3 reduces suicidedrone evasion to 50%
I haven't thought about it :c Thanks... This must be rebalanced.
Originally posted by Thalzamar:
maybe you should do it something like this
bio= explosives/drones like prethoryn swarm
psy= energy like unbidden
materialistic= ballistic
peace= better defense (hp, armour,shield )
it would make every path different
It has its logic. But this is too severe changes... I think I won't do it like that - at least to avoid bugs with save games.
Originally posted by Thalzamar:
also if you add new repeatable tech's try to add them to physics it has the fewest of all 3
Good. I will take it into account.
Originally posted by Thalzamar:
of to some emp testing then
if they stack then they can become really powerful
Yes, auras can't stack.
Originally posted by Thalzamar:
edit: did some testing with 10 ships and 10 emp emitter
they do not stack so yeah they are underwhelming considering you give up the weapons of the other path's
Well then I will increase its fire rate negative bonus.
Thanks!
Last edited by That Feel When; 25 Oct, 2016 @ 5:31am
Artanis 26 Oct, 2016 @ 12:36am 
Have you thought of toying around with events more? I don't know if it's possible, but perhaps you could have ships that have a certain ship module, where if they are part of the bombarding fleet, the planet gets some kind of debuff or additional damage. Imagine a ship that has a bio-missile that he sends onto the planet that will kill additional pops, or cause toxic tile blockers to appear.

https://www.youtube.com/watch?v=NNc242mbiUs
That Feel When  [developer] 26 Oct, 2016 @ 3:48am 
Originally posted by Birdy:
Have you thought of toying around with events more? I don't know if it's possible, but perhaps you could have ships that have a certain ship module, where if they are part of the bombarding fleet, the planet gets some kind of debuff or additional damage. Imagine a ship that has a bio-missile that he sends onto the planet that will kill additional pops, or cause toxic tile blockers to appear.
ALL HAIL EXTERMINATUS
As I know there is no trigger checking ship modules (I'm not sure...). But there is a trigger that cheks spaceport modules. Perhaps your idea can be realized through this trigger. It will look like this:
Fleet bombs enemy planet --> this is a condition for event --> event starts --> trigger 1: fleet has battleship - check ----> trigger 2: fleet spaceport has Exterminatus Bomb Loader module - check ---> pops are dying massively ---> end
I'm not a coder and such script will take much time. I will try to do something like that after all balance tweaks... I like script events a lot, I like storytelling...
Thalzamar 26 Oct, 2016 @ 11:19am 
Originally posted by That Feel When:
It has its logic. But this is too severe changes... I think I won't do it like that - at least to avoid bugs with save games.

well the overall arsenal still needs to be a bit more fleshed out since peaceful only get's a pd and a debuff (maybe some sort of long range weapon to make use of the -battlespeed ?)
noticed that the mark IV fighter's are better then the psychic or robotic ones since they come in pairs of 10 instead of 8.
if you buff the survivability of the special ones, it might make them different quantity vs. quality
well a bio one should have even more maybe 12 or more but very weak stats (overwhelming PD's so your torpedo's and suicides can hit)

also PURGE THE HERETIC !!! PURGE THE XENOS !!!

maybe it's just me but i don't really find a use for the psychic reactor since you need a lot of them on your ship to use the -upkeep
so i rather use the mark XII to have more shields
one way would be to make the psychic ones really dirt cheap so it's a more quantity vs quality thing (cheap battleships with low upkeep vs. strong ones with high upkeep)
That Feel When  [developer] 26 Oct, 2016 @ 2:13pm 
Originally posted by Thalzamar:
well the overall arsenal still needs to be a bit more fleshed out since peaceful only get's a pd and a debuff (maybe some sort of long range weapon to make use of the -battlespeed ?)
Peaceful also gets increased chances for Bioarmors. Peaceful weapons - it sounds strange :D
Originally posted by Thalzamar:
noticed that the mark IV fighter's are better then the psychic or robotic ones since they come in pairs of 10 instead of 8.
Hmmmm... looks like a bug. Though they have reduced armor and health as I remember.
Originally posted by Thalzamar:
if you buff the survivability of the special ones, it might make them different quantity vs. quality
well a bio one should have even more maybe 12 or more but very weak stats (overwhelming PD's so your torpedo's and suicides can hit)
I rebalanced this slightly and did some tests. Now they reach their targets. :3
Originally posted by Thalzamar:
also PURGE THE HERETIC !!! PURGE THE XENOS !!!
How_do_I_shot_web.jpg
Originally posted by Thalzamar:
maybe it's just me but i don't really find a use for the psychic reactor since you need a lot of them on your ship to use the -upkeep
so i rather use the mark XII to have more shields
one way would be to make the psychic ones really dirt cheap so it's a more quantity vs quality thing (cheap battleships with low upkeep vs. strong ones with high upkeep)
Yeah I am not sure about them yet... They need a modificator but what kind of it? Idk. Ship slots are limited too. Meh. I will think about it.
Last edited by That Feel When; 26 Oct, 2016 @ 2:13pm
darkzero 9 Nov, 2016 @ 3:24am 
I posted on the comment this on the main comment thread...

The point defense immune torpedo's need to go. Seeing 72k+ military stations getting destroyed by Vett spam is irritating.

I dunno what could be put in their place...but arrrghhh... >_<
That Feel When  [developer] 9 Nov, 2016 @ 4:09am 
Originally posted by darkzero:
I posted on the comment this on the main comment thread...

The point defense immune torpedo's need to go. Seeing 72k+ military stations getting destroyed by Vett spam is irritating.

I dunno what could be put in their place...but arrrghhh... >_<
Energy torpedoes are immune to PD :p
Are they so unpopular?
Last edited by That Feel When; 9 Nov, 2016 @ 4:10am
Thalzamar 9 Nov, 2016 @ 8:02am 
since they are immune to pd, they are the choice to go if you have a explosive (edit: they are energy based not explosive so scrap that) focus and you need to kill capital ships
did also look at the official forum of stellaris, someone said there that the explosive speed was never changed even after the range upgrade(range doubled but speed wasn't)
there's a lot of discussions that say missles are underpowered since they do too much overkill and can be killed

to the peaceful thing again, did some thinking maybe it should get instead of emp a aux reactor
that maybe even gives +shield/armour or something like +hull/shield
maybe even a small slot thing that deals extra shield dmg
(a peaceful empire would be looking more inwards like fighting pirates/smugglers so corvettes/small ships as police force)

just some idea's hope something gives you a spark
Last edited by Thalzamar; 9 Nov, 2016 @ 9:24am
< >
Showing 1-15 of 74 comments
Per page: 1530 50