[MOD] Silvermane’s Heavy Nova v2

WSIWYG Battle Dynamics

http://letosilvermane.googlepages.com/home

Heavy Nova is a balancing mod that doesn’t add or remove anything from the game.  It simply balances the existing game elements to provide a long, enjoyable game that flows smoothly.  A secondary goal is to provide the best visual experience while watching massive fleet battles.  New for version 2, all weapons have been balanced to provide true WSIWYG (what you see is what you get) battle dynamics.  The speed of unguided projectiles is directly proportional to the range of the weapon.  The burst counts and burst delays are directly proportional to the damage of the weapon.  This means the damage you see them doing is more closely related to the damage they actually are doing.

 

The web page at the attached link has more information, including tables with detailed specifications; as well as a link to download HeavyNova2.zip.

 

http://letosilvermane.googlepages.com/home

 

15,234 views 21 replies
Reply #2 Top
Thanks, that's good to hear. I posted some ship stats on the web page and a minor update with faster research and better looking weapon effects.
Reply #3 Top
Wow, Sins wasn't exactly fast paced as it was but this turns it into complete snail fest.
Reply #4 Top
Wow, Sins wasn't exactly fast paced as it was but this turns it into complete snail fest.
End of quote


I adjusted the time required to build and research and changed the strength of slow, medium,and fast settings.

........Battleship..........Basic Provisioning
Slow....240 sec.............160 sec
Medium..120 sec.............80 sec
Fast....60 sec..............40 sec

Now, you can build and research a little faster with the Heavy Nova mod on fast than with the vanilla game. HeavyNova2b.zip is on the webpage.


Enjoy,
Silvermane
Reply #5 Top
Hello,

I think this mod is now complete. I just beat the game on hard in a medium map against three AI opponents. I used slow settings for everything except ship movement which was normal.

Everything was fun, balanced, and reasonable at least according to my play style. There are always other things to balance, such as the anti-matter abilities, but I don't think it will add much to gameplay.

The limiting factor now seems to be the AI. They need to build more defensive modules. They need to stand and fight more. They need to gang up on anyone (the player) who becomes too powerful. They also need to get trade bonuses and share technology to gain an advantage through cooperation. Otherwise, I'm going to roll over them every time.

Multi-player isn't my thing. I'm moving on to Dawn of War now.

I hope someone plays and enjoys this mod as much as I did.

Cheers,
Silvermane
Reply #6 Top
I tried it out with the Advent and the last Empire Tech Upgrade for Cyrstal Mining is either not listing the correct value or is not functioning. It says that it will increase your current value to your current value (no change) for at least the first two levels of it. Aside from that it was a good improvement over anything else I have seen so far in other mods, and much better than the vanilla.

Thanks!

Reply #7 Top
I enjoyed v1 a great deal and found most of the info on v2 to be well thought out and documented.

My only request is that you would release the UNCOMPILED version of the mod so folks can still have a game they can mod. I played one game with v1, then abandoned it in favor of the ability to mod.

I do like your ideas, but... not to the total exclusion of my own.

Reply #8 Top
I tried it out with the Advent and the last Empire Tech Upgrade for Cyrstal Mining is either not listing the correct value or is not functioning. It says that it will increase your current value to your current value (no change) for at least the first two levels of it. Aside from that it was a good improvement over anything else I have seen so far in other mods, and much better than the vanilla.Thanks!
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Thanks for pointing that out. I fixed it and posted an updated .zip on the webpage. Please let me know if you find anything else.

Silvermane
http://letosilvermane.googlepages.com/home
Reply #9 Top
I enjoyed v1 a great deal and found most of the info on v2 to be well thought out and documented.My only request is that you would release the UNCOMPILED version of the mod so folks can still have a game they can mod. I played one game with v1, then abandoned it in favor of the ability to mod.I do like your ideas, but... not to the total exclusion of my own.
End of quote


Sounds reasonable. I posted Silvermane.zip on the webpage with the mod files in text format.

Enjoy,
Silvermane
http://letosilvermane.googlepages.com/home
Reply #11 Top

For general info, I found an error with the Advent Colony ship which prevents shield regen.

In file CAPITALSHIP_PSICOLONY.entity

ShieldPointRestoreRate
StartValue 0
ValueIncreasePerLevel 0.00

Should be: (numbers match other colonies)

ShieldPointRestoreRate
StartValue 1.0
ValueIncreasePerLevel 0.10

Thanks !
Reply #12 Top
Good find. Thanks for letting me know. I fixed that in the spreadsheet and it will be fixed in the next update of the mod.
Reply #13 Top
I have updated Heavy Nova 2 for 1.04.

http://letosilvermane.googlepages.com/home
Reply #14 Top
wow,wonderful mod. :SURPRISED:
Reply #15 Top
Here is another FYI, in v2 103 and 104.

Vasari research topic with unattainable prerequisite:

RESEARCHSUBJECT_TRADESHIPCAPACITY1.entity

Prerequisites
NumResearchPrerequisites 1
ResearchPrerequisite
Subject "RESEARCHSUBJECT_TRADESHIPCAPACITY0"
Level 3

The referenced prerequisite can only be trained to level 2.

Thanks for the effort, this mod plays really nicely, although I have reduced light carriers down to 1 squad each. Caps were melting like butter to bomber spam builds ;)
Still pretty dicey ;)

Reply #17 Top
Can use Bailknight's graphic mod with Heavy Nova ? Or are there any conflicts from preventing this ?
Reply #18 Top
Thanks Onigi, I'm glad you like it.

Tekel59, I gave battleships point defense and I gave light frigates the ability to target fighters. The flack frigates are the largest of the frigates, do the most damage, and can fire in all directions at once. I've never lost a capital ship to bombers. If your fleet is mostly caps and cruisers, then reducing the light carriers to 1 squad each makes sense.

Thanks for the bug report. I'll fix that.

Moritzio, I've never tried Baiknight's graphics mod. I mod pretty much everything inside GameInfo and nothing outside of it. I don't know what files he updates.
Reply #19 Top
Can use Bailknight's graphic mod with Heavy Nova ? Or are there any conflicts from preventing this ?
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The gameplay changes in the Baliknight mod (those found in the GameInfo folder) should not be used with HeavyNova 1 or 2.

The gfx changes in the other folders work just fine with it though.
Reply #20 Top
Can use Bailknight's graphic mod with Heavy Nova ? Or are there any conflicts from preventing this ?The gameplay changes in the Baliknight mod (those found in the GameInfo folder) should not be used with HeavyNova 1 or 2.The gfx changes in the other folders work just fine with it though.
End of quote


Thanks for clearing that up !


Reply #21 Top
so how about merging with sins plus mod ? how to merge them ?