[MOD] Procyon Expanse

First off, special thanks to Stardock and Ironclad for making such a great (and addictive) game.  Also thanks go out to Uzii, , Skyline_HUN, and icedude94.  Without their hard work and research I wouldn't know where to start.

Since this is my first time to mod a game I thought I'd go for something a bit more on the challenging side to implement.  That being said:

I wanted to address some of the weaknesses I feel are in Sins, especially on large & huge maps:
  • At some point money and/or materials become virtually limitless.
  • Planet takeover & development gets repetitious.
  • Fleet maintenance as a percentage of income allows very small empires to maintain inordinately large fleets and consumes far too much money when ships are not present / destroyed.
  • Research is too easy. Once you have 4-5 planets behind a defended choke point you can research the entire tech tree w/o concern ... also, tech rush to dark armada.
  • Planetary defenses are ridiculously inadequate.  
  • I didn't like the restrictions on what type of structure I could build at any given planet.

General Gameplay
    All military structures have a maintenance cost.
    All military structures reduce culture/allegiance.
    
    Time between pirate raids increased.
    Strength of pirate raids increased (including cap-ships)
    Time to complete quests increased.
    Penalty for incomplete quests reduced.
 
    Changed the # of science labs needed at each level. Research levels now require the following:
        1 - 1
        2 - 3
        3 - 5
        4 - 8
        5 - 12
        6 - 16
        7 - 20
        8 - 25
       
Planets
  1.     Reduced distance of hyperspace exit radius to fall within the firing radius of long range defensive turrets.
  2.     Reduced hyperspace exit angle to allow for full coverage from jump inhibitors.
  3.     Logistical and Tactical slots are now combined.  As a general rule (logistical + tactical) * .75 = # planetary slots
  4.     *NEW* Strategic slots
    • fewer available slots at each planet.
    • strategic mega-structures take up more space
    • strategic mega-structures effects (weapons/bonuses) are large enough to justify the costs
  5.     Plan to include Uzii's planets & bonuses (or a variation, balanced for new game play)
   
Structures

    Planetary - structures which generally apply only to the planet where they are located.
  • Defensive Turrets
    • Long Range  - Existing defenses with range/damage/fire rate tweaked.
    • Short Range - *NEW* Heavy weapons turret w/ less range than existing defenses but higher damage.
    • Point            - *NEW* Anti-fighter/bomber with limited range for protecting specific locations.
  • Shields and other race specific buildings
  • Small shipyards
  • Jump inhibitors
    • Slight increase in range to cover jump points.
    • Increased effectiveness by 25%
  • Hangers
    • Increased number of squadrons by 1
  • Repair buildings
  • Science Labs
           
    Strategic - structures which have an area/empire level effect
  • Trade ports
  • Refineries
  • Heavy Shipyards
  • Cultural structures
       
    *NEW* Strategic Mega-Structures - Structures that are expensive to build, occupy a large # of strategic slots and shape the "role" that planet in your empire.
  • Regional Capitol
    • Bonuses to allegience
    • Bonuses to tax rate
    • Greatly reduces local production (yeah bureaucracy)
  • Imperial FunPlex
    • Bonuses to culture (best zero-G roller coasters in the system)
    • Reduces production
    • Increase to tax rate
    • Reduces # of tactical slots
  • Logistics Center
    • Increase to available tactical slots
    • Faster local production/build rate
    • Reduces culture (fun?!? get back to work slacker)
  • DeepCore(tm) Strip-Mining Unit
    • Huge bonus to asteroid mining
    • Reduces population growth/max
    • Reduces culture
    • Reduces available tactical slots
  • Superweapons
    • Increases to existing weapon effects to offset negative atributes
    • Reduced tax rate
    • Reduced culture (how happy would you be living with a giant orbital gun over your head)
    • Reduced allegiance
    • Move the dark armada power to its own "super-gate"
           
Units
  • Cruiser-Carriers
    • increase squadrons to 2
  • Increase weapons damage for capital ships
  • Self-repair 1/20th present values
  • Repair cruisers -
    • increased repair rate / range
    • reduced speed
    • decreased armor & hitpoints
    • remove any anti-ship weaponry
    • increased price and build time (would like to make it a cap-ship in the future)
    • disable repair during combat (except for Vasari repair-cloud)
  • General increases in weapon damage to make engagements resolve a little faster.
  • Fighter/bomber speed increased slightly.
   
Goals

Make research more challenging and/or vulnerable to attack by opponents: 
    Increasing the # of labs required forces the player to expand his empire to get the realestate he needs
    to build the labs.  Also your labs potentially have to be more spread out making them a more attactive
    target to your opponents.
   
    NOTE: The number of labs is being balanced for large/huge maps.  I haven't found a way
    to automatically scale the # of labs based on map size so versions of the mod may be needed for
    small and/or medium sized maps.
   
   
Allow for planet specialization:
    With all existing slots merged it will allow the player to specialize planets if they want.
    This does come with a cost however either in reduced defenses, high maintenance cost, and or reduction
    of allegiance/culture which I think may make "inciting revolt" tactics a possibility.
    Can build out pure civilian/industrial/military planets.
   
    The random planet bonuses + planet type + mega-structure bonus should allow for uniquely purposed planets
    and make some planets much, much more valuable than others.
   
   
Allow for effective planetary defense:
    Some defenses can now reach out to the jump limits of a planet.
    Layered defenses calibrated to different ship types.
    Narrow jump points allow for "in-orbit" choke points.
    Can completely defend a planet but at great cost in maintenace fees & local culture/allegiance/production
    You can turtle up behind a particular planet but your are going to need 2 or 3 economically pwoerful
    planets to support it and your fleets.
   
   
Place limits on how far forward you can project force:
    With practically no self-repair capability (there is some, after all, we've all since what a certain
    Scottish ship's engineer can do) repair ships become vital.  Reducing the speed, armor and hit points
    and increasing the supply/build cost on repair ships means they need to be protected.  I'm hoping to
    create a situation similiar to the WW2 pacific theater where "island-hopping" becomes necessary and
    any attempt at a deep strike into your opponent's empire means you don't expect those ships to come back.
    This also means you won't be able to race past a defending fleet/planet without leaving your repair ships behind.
    Limiting the # of really important structures that can be built at a given planet also requires the
    player to expand his empire and decide if a mega-structure is worth the cost/risk.
   
   
Make superweapons mean something:
    The super weapons right now don't feel "super".  I plan on increasing the effects dramatically for
    each of the weapons (for example the Advent "cannon" causes the instant revolt of any planet below
    50% allegience).  Cooldown times will be increased to offset the increase in damage. 



I'm about half-way completed on modding the TEC and hope to release an initial version in about a week.  Let me know what you think and how I can improve things.  Ideas and constructive criticism are always appreciated.

-Chris
   


   
   

 
10,752 views 17 replies
Reply #2 Top
Sounds interesting, I'm willing to try it, but I'm wary of making the colony techs take 3 labs. That could really put a damper on early gameplay, especially for a military focused player. Otherwise, the changes all look reasonable.

I'll probably give this a run when its ready.
Reply #3 Top
Keep in mind the larger # of labs is for the large/huge maps. For small/mid they will either be left as is or increased by a much smaller amount.
Reply #4 Top
Cool! The more projects that get going the better the community knowledge base becomes.
Reply #5 Top
Absolutely love the idea of "strategic mega-structures", and damn you for doing them ahead of me! :P

Are you planning on creating new models, or are you re-branding existing modules to make these mega-structures?
Reply #6 Top
I have absolutely no 3D modeling or texturing skills (which is why I write real-estate and mortgage software and don't have a job a Pixar). For starters I'm just re-purposing existing models (for example expect to see the Advent heavy ship-yard used for the Vasari supergate) until I see that the changes work well/make for a fun game. I'm hoping that there is enough interest to get a volunteer or two to create new models in the future.
Reply #7 Top
Gameplay changes looks nice - i just hope that the AI can cope with it !
It screws itself just by waiting to have enough resources to build smt. and then expand to get a better resource income rate.
Maybe you need to tweak the research ai for the increased amount of labs needed.
And i dont mind if i cant get even techlevel 6 on a small map - quit the contrary !

Good luck finding a way to have maintenance (in the sense of periodic expenses of resources/credits) on structures. There doesnt seem to be an inherent ability of structures or a way to use buffs to achieve this.



Reply #8 Top
I couldn't read everything there (just too any changes :D), but from what I read, this looks great. I like the direction you've taken with the research labs. When ever I play I always find I've got 8 or each after the first 20 minutes.

Good luck, and keep it up ;)
Reply #9 Top
Wow thats pretty damn impressive. First mod and all. Could you tell me how you got the logistics and tactical slots into one? Cheers
Reply #10 Top
Questions for the day:

Been playing around with adding a "Maintenance Cost" to the military structures and the best I've been able to come up with so far is a percentage reduction to resource output. So my thinking for the mod is to have every military structure cost 3-20% of resource output each for the planet they are located at. Not as happy as I would be w/ a fixed credit cost per structure but on the other hand should keep the player from building a heavily fortified *AND* economically powerful planet.

What do you think?





Also how's this for a new cruiser (should be capital) level unit?

Starbase -
Ship supply cost : 100-200 (and expensive to build in the first place)
Weaponry equivalent to 4-6 turrents and 2-4 hangars
Abilities:
"Relocate" which enables sub-light and phase engines but disables all weapons. So you can move (very slowly) or you can fight but not both.
Self-repair and repair ability for ships (weaker than an orbital repair structure)
"Jump Blocker" : costs anti-matter

Any ideas to fill the 4th ability slot?



Reply #11 Top
#9 - Chaney08

Each unit is defined as using either civilian (logistical) or tactical slots for example:

planetUpgradeSlotType "Civilian"
planetUpgradeSlotCount 4.000000

I just re-purposed the existing two slot types, Logistical/Tactical, into
Planetary - modules that affect only the planet, and
Strategic - modules that have an "area" effect
by changing the descriptions "english.str" file.

then I reassigned the planetUpgradeSlotType for each module to fit the new definitions and adjusted the "CivilianModules" and "TacticalModules" settings for each planet.
Reply #12 Top
Wow this mid sounds amazing. You do need to include - Uzii - plantery mod with all the mods and bonous's as there's to few planet types in game. Also you need to keep some varietion between planet types.
Reply #13 Top
Alright cheers chris.Wont try something something like that for a while though way out of my league lol.
Reply #14 Top
This is just an idea. Is there a way you can make the research stations require trained crews, like capital ships? It may help slow down research a tad. Also if the stations themselves had to be upgraded and used more logistic slots it may limit how many can be built per planet. Just a couple ideas.
Reply #15 Top
This looks really intriguing.

Question: If you reduce repair to almost nothing (which could be cooler and more realistic) isn't the Advent fleet shield regeneration from the Progenitor Mothership going to make them able to kill just about anyone? TEC doesn't get free ships like Vasari does from RA, so they really rely on repair % and those repair cruisers.

I will check this out when I have some time though, this sounds like it could make a great "epic" campaign.
Reply #16 Top
Cykur - Each race will still have their repair cruisers to act as a sort of "Supply" ships for the fleet(s). But since they will be weaker and all but defenseless deep strikes into enemy territory will have to be carefully managed. Without the repair ships a fleet could be quickly whittled away by even existing planetary defenses.

Reply #17 Top
I understood that Chris, not sure if you got my point...

If you take away combat repair, you are tipping the balance of fleet combat heavily in favor of Advent who still have their various shield synergies with Progenitor Motherships and Iconus guardians. Vasari are a bit better at handling this with shield piercing technology.

Late game Advent fleets already have tremendous survivability from these mechanics. My point is, if you remove combat repair for TEC & Vasari, you are strengthening Advent who still have shield combos they can pull off. Anyone who has seen the survivability of a Advent fleet using Progenitor and Iconus Guardians knows what I'm talking about.

It is just an observation....