Capital Ship Mod v.1 *updated 2/16*

Capital Ship mod (Turning into a bit more mod)

Changes include Capitalships getting more powerful, as well as a graphical Rate of Fire increase for a bit more action and a better look.

v.1
-Cap ship price doubled
-Capital ship HP doubled from original game
-Capital ship damage doubled from original game
-Planet defense platforms changed to Capitalship damage type, damage and range increased
-Pirates now bring it! Capital Ships fallen into pirate hands.
-Kol class has gained a bit of a boost to its Gauss Rail
-Kol class no longer fires its beams forever
-Carrier Capitals and Support/Colony Capitals ships fighter bays larger
-Scouts now autoexplore when built
-Phase Jump Inhibitor now with more Betterâ„¢, 100% better.
-Kortul slightly buffed after found lacking
-Capital Ship heal abilties buffed
-Kol, Kortul, Radiance all have been modified. A weapon system on each has been adjusted to shoot attack craft.
-Radiance side plasma guns traded into small beams, now looking much more awesome.

Test
-Pirates now have access to their own capital ships, these are slightly older models featuring lighter armor and less well trained crews (fewer abilities, less powerful abilities) Weights modified to see if they spawn more commonly. Still working on getting these working properly.

Updated 2/15/08
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33,499 views 45 replies
Reply #1 Top
How is the carrier capital fighter bay larger? More squads available? or more planes per squad?
Reply #2 Top
How is the carrier capital fighter bay larger? More squads available? or more planes per squad?
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bump

Reply #3 Top
Don't bump something more than a few hours old.
Reply #4 Top
Don't bump something more than a few hours old.
End of quote


owned.
Reply #5 Top
^wtf.. grow up.

now this mod seems interesting but why did u choose to make it so that caps cost double 0_o guess ill have to mod ur mod to make it normal xd.

hmm what about giving pirates other capitol ships but with about half or 1/3 of the hp of faction capitol ships?

could it also be possible to make it so that once pirates r launched, the timer stays at zero until the pirate raid has been stopped by the player/ai? that way the timer only resets once the pirate raid has been stopped.
Reply #6 Top

Don't bump something more than a few hours old.
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Especially in a forum that is very low on traffic.
Reply #7 Top
Cap's carry more squadrons, giving you the ability to defend and attack with them, why the cost increase? Because they are now incredibly effective. Ever try chewing through 14k total HP with a 70% mitigation?
Reply #8 Top
im still not buying it. caps cost a lot already.
Reply #9 Top
Double post

Apparently I can only edit my latest post....

Cap's carry more squadrons, giving you the ability to defend and attack with them, why the cost increase? Because they are now incredibly effective. Ever try chewing through 14k total HP with a 70% mitigation?

The pirates are an experiment, I am going to try making "Pirate capitals" that are not simply copies of the TEC ones. However I was working all day so that had to wait. I'm going to give it a shot tonight, writing new entity files.
Reply #10 Top
New spectacular fun changes.

BTW, if you play it, and think something is out of whack, or have a suggestion, please post it up. Just keep it constructive.
Reply #11 Top
Nice. Suggestion...

1) See https://forums.sinsofasolarempire.com/?forumid=443&aid=177475#1463110 for some nice changes to ships and fighters... combine these two mods and you may have something here. :)

2) I like pirate caps, but keep their count/chance very low (especially early game, if possible... a pirate fleet can be overwhelming already early game, imagine one with a cap! when you can't field nearly that kind of strength let alone multiple caps or have a great barrier D with your outlying worlds!!).
Reply #12 Top
They only have a chance of being with pirate raids from the 4th on, I hope by then you have something set up.

I saw that mod last night, and it looked interesting. I want to get the changes I have made fully tested though before going on a change spree. =)
Reply #13 Top
Good fun, the cap ships are now quite powerful - they make a good centerpiece.
Reply #14 Top
FAULT FOUND:
Loaded the mod last night and discovered on the black market that the cost of metal & crystal was nothing. Needs correcting...
Reply #15 Top
Wierd...will check that but last time I played it they were all normal prices.
Reply #16 Top
rofl at people asking why the price is doubled..

Because he made cap ships more like how they should be.
I like this alot. How do these work online though? I'd love to use this online it's pretty perfect!
Now buff Vasari carriers healing. It's shit compared to advent mothership. a 25% or 50% increase would be nice :|
Reply #17 Top
The healing mods are something we were talking about the other night..

this mod rocks, caps / emplacements and phase inhibitors now have more of a place rather then your 100 missiles frigits!
Reply #18 Top
I am looking at increasing the healing abilities. However it needs to be done very carefully so as not to overpower them. 400hp on a Capital isn't a ton, 400hp in a radius for each frigate is much bigger.

I was looking at boosting the Dunov's heal, as well as slightly increasing the Repair Swarm and Shield Regen abilities.

EDIT: Increased Regen per second on abilties, also increased heal from the Dunov.

I am also thinking of changing the speeds on the Capitals as well as flight characteristics to better mirror a massive ship of the line. Perhaps an increase in range to their "main" weapons as well. Probably do a separate mod for that though.
Reply #19 Top
hi there ampm1
i wil download this mod when i get home (awesome job}
bu got one question though does the mods replace game data or is it a installer
could you tell me wich original data i must copy so i can change it when i wanna play online? greetz emperorredlab
Reply #20 Top
rofl at people asking why the price is doubled..

Because he made cap ships more like how they should be.
I like this alot. How do these work online though? I'd love to use this online it's pretty perfect!
Now buff Vasari carriers healing. It's shit compared to advent mothership. a 25% or 50% increase would be nice
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the same thing was done in another mod, one mod ill actually be trying and most other people as well since it does a hell of a lot more and doesnt double the price of cap ships. in fact it triples the hp for no cost increase. thats the way it should be. 6k for a capitol ship? forget it.
Reply #21 Top
Thats fine, one mod remains balanced, the other makes it easy. I wanted to make capital ships feel like cap ships, without making them the no brainer choice.

Oh, and in his latest release, it looks like their prices doubled....so they cost the same 6k. Should be a good change for his mod.
Reply #22 Top
nooooooooooooooooooooooooooooooooo!
Reply #23 Top
okay, i replaced the game data folders, and the changes are made correctly to the capital ships, but the market is all messed up now.. I'd really like to play the mod, but currently resources cost 0 and you can't sell anything without incurring negative 2354234235 credits... I really would love to play this mod, so if anyone could post a fix or let me know how to work around it i would greatly appreciate it!
Reply #24 Top
Uh, I dunno what you've done wrong. I tested it again last night and I had none of those problems... try reinstalling it.
Reply #25 Top
i replaced the folder completely... i didnt install it. i guess i will try just replacing the files.