Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
 This topic has been pinned, so it's probably important
Doomwarrior  [developer] 27 Jun, 2017 @ 8:43am
Compatibility with other mods
Files changed are:

Uncritical since they have their own name and dont overwrite vanilla stuff unless a mod has a similar name or one that has anything later in alphabet than c as first letter. (This will create my very own file with my changes in it which overwrite vanilla settings. (Cant guarantuee though that everything will work out fine though, plz try out and let me know)

component_templates/cbsp_utilities_shields.txt
component_templates/cbsp_utilities_sensors.txt
component_templates/cbsp_utilities_roles.txt
component_templates/cbsp_utilities_reactors.txt
component_templates/cbsp_utilities_drives.txt
component_templates/cbsp_utilities_aux.txt
component_templates/cbsp_utilities_afterburners.txt
component_templates/cbsp_utilities.txt
component_templates/cbsp_strike_craft.txt
ship_sizes/cbsp_ship_sizes.txt (added corvette here with new stats)

Compatibility issues will probably arise with mods that change this (for now, working on a better solution)

ship_sizes/00_ship_sizes.txt (deleted corvette from here)
component_templates/weapons_components.csv and .ods
section_templates/pirate.txt (to balance pirates vs now weaker early game corvettes)
section_templates/corvette.txt
section_templates/battleship.txt (not yet but soon)
section_templates/cruiser.txt (not yet but soon)
section_templates/destroyer.txt (not yet but soon)


Why so many? Since the flawed "make everything less efficient by adding a mineral tax to its price" logic of stellaris is applied to each and every part of equipment and weaponry it needs to be balanced everywhere at least where it makes sense, which is nearly everywhere.


Compatibility with other mods:
Has not yet been tested. If those mods dont use files listed here, they most likely are compatible.
So ISBS and NSC might work to a degree but who knows :) will work on that in the future
Last edited by Doomwarrior; 1 Jul, 2017 @ 6:22pm
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Showing 1-15 of 22 comments
Connor 1 Jul, 2017 @ 6:19pm 
is this compatible with NSC?
A note for anyone using weapon mods, unless they are viciously overpowered they won't be worth the extra power/mineral cost.
Crytek 2 Jul, 2017 @ 2:59am 
Originally posted by Sycoperson:
is this compatible with NSC?

I think not as only corvettes until battleships are changed but NSC added ships were (obviously) left untouched.

I hope the combitable patches will soon run in for the ship and weapon mods out here.
Originally posted by Crisis:
Originally posted by Sycoperson:
is this compatible with NSC?

I think not as only corvettes until battleships are changed but NSC added ships were (obviously) left untouched.

I hope the combitable patches will soon run in for the ship and weapon mods out here.

This mod is currently NOT compatible with NSC. The reasons for this are:

1. He overwrites the ship size file in order to remove the corvette. I don't know why he chose to remove the corvette instead of fixing it in-file, but either way, both mods overwrite this file.

2. NSC has overwrote the section template files as well (corvette, destroyer, cruiser, & battleship). Again, not sure why he included the latter 3 without changes, but if he does plan to change those as well, a compatibility patch will be needed here.

3. NSC changes the vanilla strike craft file. Granted, this mod has a different name, but it would be better if both files accomplished both goals together.

4. NSC adds some weaponry, not only for player use, but some for Playable Guardians and the like. Would need to make sure changes don't effect NSC added weaponry.

5. NSC is in the process of adding it's own "mini" Bunch of Ship Parts/Crystallis mod, with counters if either mod is installed. This means that those NSC files and utilities would need to have the same changes made to them as this mod does to the vanilla utilities (namely cost equivalency).

This is why I reached out to Doomwarrior so we could coordinate a patch. It will take a little work, but a compatibility patch is required and is wanted, so we'll see what we can do.
Doomwarrior  [developer] 2 Jul, 2017 @ 8:15am 
The entire file structure in my current version is patchy at best. The new version is on the way and will have a much better tested files structure and some inconsistencies will go away. It will however not remove the need for a patch for NSC
Enrike_Hamalia 2 Jul, 2017 @ 11:16am 
What would I have to change to make NSC compatible with this mod? Or are you making the patch?
Doomwarrior  [developer] 2 Jul, 2017 @ 11:18am 
i would presume quiet a few files that both are using Vanguard gave a good indication already.
If you wanna start already. However i would advise to wait for my new version before you do it. Its going to majorly change files and way how the mod works
Enrike_Hamalia 2 Jul, 2017 @ 11:23am 
That looks like a lot from what Vanguard is saying. And as I am very green to modding, I don't think i would be able to accomplish it. I think best bet, would be to contact NSC and make at patch bi-laterally.
Doomwarrior  [developer] 2 Jul, 2017 @ 11:25am 
Vanguard is literally NSC ;)
Crusader Vanguard 2 Jul, 2017 @ 11:28am 
Originally posted by Doomwarrior:
The entire file structure in my current version is patchy at best. The new version is on the way and will have a much better tested files structure and some inconsistencies will go away. It will however not remove the need for a patch for NSC

I'm not asking you to stop your work or "compromise" it to "help" NSC. Any patch between NSC and Combat Balance will be tricky, but it will be worth it. We will do what we need to in order to make this patch, whatever files you decide you need to overwrite.

Like I told you earlier, I would like to help with this patch, and that's why I invited you to the NSC Discord server where it's much easier to hold a conversation. When you have finished your next version, please join us there and we can discuss making a patch and what is required. Thanks.
Doomwarrior  [developer] 2 Jul, 2017 @ 11:28am 
I sure will :) as promised
Enrike_Hamalia 2 Jul, 2017 @ 11:36am 
Actually, would it make more sense to patch this mod with the "Lite" version of NSC (atleast to start) or would it even make a diffference?
Last edited by Enrike_Hamalia; 2 Jul, 2017 @ 11:36am
Crusader Vanguard 2 Jul, 2017 @ 12:10pm 
Originally posted by Enrike_Hamalia:
Actually, would it make more sense to patch this mod with the "Lite" version of NSC (atleast to start) or would it even make a diffference?

Considering that the differences between NSC Main and NSC Streamlined are the "additional features" that have less to do with Ships, it really doesn't matter.
Enrike_Hamalia 2 Jul, 2017 @ 12:15pm 
Okay
Tilur 3 Jul, 2017 @ 12:42pm 
Is this mod compatible with the Ship reactor mod and downscaled ship sizes mod? I ask due to the fact I ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=776095610 ) installed multiple mods, though yours is the only one that changes any ships. While I would play anyways with the mod, the issue I am experiencing is the fact stations are no longer able to use built-in reactors with your mod installed...which is incredibly odd...

*Edits*

Without the use of built-in reactors on stations, they become significantly more ineffective, with having to sacrifice a few slots for reactor components instead of using other components. Is there anything that you can explain with this? (I'm also going to ask the reactor mod's author to see what they think as well)

*Edits again*

It could be the use of reactor utilities in the files...though I do not know the files myself, so I cannot say for sure.

*Edits once again*

00_ship_sizes.txt Is the file overwritten by their mod, and as seen here....you deleted it...which I suppose makes both mods completely incompatible with each other...great. Any way to work around this?
Last edited by Tilur; 3 Jul, 2017 @ 12:52pm
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