[Mod] Species diversification mod
BETA almost ready!
from
Sins Forums
Some of you may have seen me posting around asking questions here and there already, but if you havent (or even if you have) this is what its all going into.
What I noticed when i really started to get into this game (to my dismay and im sure some of you out there will agree with me) is that there really isnt that large a difference between the three species we get to play. Sure their techs vary a lot but all in all they'er not all that different when it comes to two or three massive fleets battling it out. Yes capital ships can add a degree of difference but those skirmishes and even some major battles just lack effective strategy and micro management.
What im currently working on is setting up each specie with a distict advantage as well as disadvantages. Situations where only certain ships at the right time could turn the tide of the battle.
Progress:
TEC [85%]
Advent [50%]
Vasari [10%]
BETA:
75-80% complete
Sins plus:
Im hoping that i can get uzii's permision to use this mod in junction with his sins plus as it only adds to the great diversity this mod will provide.
A glimpse at TEC:
So far some of the changes ive made to tec will already make evident the change in fleet strategy and gameplay. Most noteable is that TEC no longer have shields. To make up for this drastic change a few capital ship abilities have been changed around, health on most ships has been nearly (if not) doubled and armor plays a major role on ships (both starting armor and researched armor) However their hull regen has only been improved by around 30%. However their repair structures effectiveness has been improved by lowering cool down and antimatter costs.
The light frigate and codac cruiser now have a researchable Magnetic Accelerator Cannon, like the one on the Kol battleship, though weaker.
In a nutshell heres the large changes and some other smaller changes (not all are implemented yet but intended to be soon):
Shields removed (may be able to research later, still under discussion) DONE
hull nearly doubled (LRM frig a large exception to both hull and armor) DONE
armor raised DONE
hull regen slightly raised DONE
repair defencive structure efficiency raised DONE
mobile repair cruisers efficency raised DONE
Carriers have had their max fleet capacities raised (cruiser and captial ship) DONE (on tech and advent only)
Fire power on capital ships greatly increased, cost increased to balance DONE
Abilities on capital ships changed around to reflect the non-shielded hull oriented TEC ships
Flak frigs now fire faster but do less damage per burst to mroe effectively deal with fighter/bombers DONE
light frigs now have researchable MAC gun that fires once every 3 minutes for 175 antimatter dealing 100 damage, range = 5000 (might change to 4000) HALF DONE (research still needs to be added)
Heavy cruisers now have researchable MAC gun that fires once every 2 minutes for 200 antimatter dealing 3 bursts worth of 100 damage (300 total) range 5000 HALF DONE (research still needs to be added)
Laser/energy weapons on Tec vessals will be less common (restricted to capital ships) research will be adjusted accordingly.
LRM frigs now attack with a whole silo of missiles for massive damage, but the recycle time raised to 45 seconds. cost increased. DONE
Kol battleship no longer supports any fighter/bombers DONE
Bombing range increased on Kol to 5000 damage also to 60 (damage lowered to 50) DONE
bombing range increased on Tec siege captial ship to 7000 damage also to 75, planet bombing looks more devestating DONE
bombing removed from carrier capital ship DONE
bombing damage reduced on support capital ships DONE
carrier capital ship now uses a large amount of autocannon anti-fighter weaponry DONE
Carriers missile satilites now move (slowly) and have two missile weapons, each fire large salvos like LRM and have long recharges, armor/hull not changed. Damage is still far less then an LRM will produce however, range also less. DONE
Scouts are now faster and more agile DONE
Culture rate doubled DONE
Still in the works:
Antimatter on most ships has been increased, adjustments to this as well as AM regen to come
Updates to the command cruiser and seige frigate
New MAC gun defencive unit, available when once both levels of MAC gun research have been learned;
Weapons - 2
Damage - 2000 front (40 second recycle) 60 all sides (24 second recycle)
Range - 10,000 / 6,700
Slots - 8
Cost - 1350/250/150
Build time - 135
Max hull/restore - 15,000/8
Armor - 25
NO SHIELD OR MITIGATION!
EXP for killing - 200
DONE (still needs research)
Something needs to be changed around with the TEC orbital cannon (Or more specificly all specie orbital cannons) can i get any imput on these?
STILL NEED INPUT ON THE ORBITAL CANNONS
Advent changes (nearly all of this is subject to change):
Greater shields (mitigation to stay the same)
Hull/armor reduced
Weapons switched around
Better control over phase jumping (faster, less AM cost etc)
Fleet slot costs decreased among all ships
Damage to be slightly higher then current
Hull research reduced to two
Hull regen = 0
shield regen x5
Detonate AM ability removed (steal and give AM abilities still in place)
Vasari changes:
Regen rates high
Conversion ability (advents mind control ability for capital ships)
(havent really thought about these guys much yet)
Overall changes i hope to implement:
Pirates attack in larger numbers DONE (Pirate ships are now slightly weaker however they are far FAR more numerous) *I cant stress enough how much more numerous they will be*
(in addition I used some of the dead ship files in Uzii's sins plus mod to give pirates a chance to throw dead ships into the mix, these will act like original tech ships without the changes i have made)
weapon damage (this is a big one i hope i can implement, though capital ships may be left on out this):
Autocannon 100% damage to shields then 100% damage to hull (basic damage)
Missile 75% damage to shields 25% damage to hull (basic damage, increased chance of causing fires)
Laser 50% damage to shields 50% damage to hull (basic damage)
Wave 125% damage to shields 50% damage to hull (still on the drawing board)
Phase missiles 75% damage to shields 115% damage to hull (still on the drawing board)
Plasma 125% damage to shields 100% damage to hull (has a burn/melting effect when hitting hull)
If anyone wants to contribute that would be wonderful as well! Ill try to keep everyone posted on how this is going and even think about giving you guys a beta once i complete tec and advent.
What I noticed when i really started to get into this game (to my dismay and im sure some of you out there will agree with me) is that there really isnt that large a difference between the three species we get to play. Sure their techs vary a lot but all in all they'er not all that different when it comes to two or three massive fleets battling it out. Yes capital ships can add a degree of difference but those skirmishes and even some major battles just lack effective strategy and micro management.
What im currently working on is setting up each specie with a distict advantage as well as disadvantages. Situations where only certain ships at the right time could turn the tide of the battle.
Progress:
TEC [85%]
Advent [50%]
Vasari [10%]
BETA:
75-80% complete
Sins plus:
Im hoping that i can get uzii's permision to use this mod in junction with his sins plus as it only adds to the great diversity this mod will provide.
A glimpse at TEC:
So far some of the changes ive made to tec will already make evident the change in fleet strategy and gameplay. Most noteable is that TEC no longer have shields. To make up for this drastic change a few capital ship abilities have been changed around, health on most ships has been nearly (if not) doubled and armor plays a major role on ships (both starting armor and researched armor) However their hull regen has only been improved by around 30%. However their repair structures effectiveness has been improved by lowering cool down and antimatter costs.
The light frigate and codac cruiser now have a researchable Magnetic Accelerator Cannon, like the one on the Kol battleship, though weaker.
In a nutshell heres the large changes and some other smaller changes (not all are implemented yet but intended to be soon):
Shields removed (may be able to research later, still under discussion) DONE
hull nearly doubled (LRM frig a large exception to both hull and armor) DONE
armor raised DONE
hull regen slightly raised DONE
repair defencive structure efficiency raised DONE
mobile repair cruisers efficency raised DONE
Carriers have had their max fleet capacities raised (cruiser and captial ship) DONE (on tech and advent only)
Fire power on capital ships greatly increased, cost increased to balance DONE
Abilities on capital ships changed around to reflect the non-shielded hull oriented TEC ships
Flak frigs now fire faster but do less damage per burst to mroe effectively deal with fighter/bombers DONE
light frigs now have researchable MAC gun that fires once every 3 minutes for 175 antimatter dealing 100 damage, range = 5000 (might change to 4000) HALF DONE (research still needs to be added)
Heavy cruisers now have researchable MAC gun that fires once every 2 minutes for 200 antimatter dealing 3 bursts worth of 100 damage (300 total) range 5000 HALF DONE (research still needs to be added)
Laser/energy weapons on Tec vessals will be less common (restricted to capital ships) research will be adjusted accordingly.
LRM frigs now attack with a whole silo of missiles for massive damage, but the recycle time raised to 45 seconds. cost increased. DONE
Kol battleship no longer supports any fighter/bombers DONE
Bombing range increased on Kol to 5000 damage also to 60 (damage lowered to 50) DONE
bombing range increased on Tec siege captial ship to 7000 damage also to 75, planet bombing looks more devestating DONE
bombing removed from carrier capital ship DONE
bombing damage reduced on support capital ships DONE
carrier capital ship now uses a large amount of autocannon anti-fighter weaponry DONE
Carriers missile satilites now move (slowly) and have two missile weapons, each fire large salvos like LRM and have long recharges, armor/hull not changed. Damage is still far less then an LRM will produce however, range also less. DONE
Scouts are now faster and more agile DONE
Culture rate doubled DONE
Still in the works:
Antimatter on most ships has been increased, adjustments to this as well as AM regen to come
Updates to the command cruiser and seige frigate
New MAC gun defencive unit, available when once both levels of MAC gun research have been learned;
Weapons - 2
Damage - 2000 front (40 second recycle) 60 all sides (24 second recycle)
Range - 10,000 / 6,700
Slots - 8
Cost - 1350/250/150
Build time - 135
Max hull/restore - 15,000/8
Armor - 25
NO SHIELD OR MITIGATION!
EXP for killing - 200
DONE (still needs research)
Something needs to be changed around with the TEC orbital cannon (Or more specificly all specie orbital cannons) can i get any imput on these?
STILL NEED INPUT ON THE ORBITAL CANNONS
Advent changes (nearly all of this is subject to change):
Greater shields (mitigation to stay the same)
Hull/armor reduced
Weapons switched around
Better control over phase jumping (faster, less AM cost etc)
Fleet slot costs decreased among all ships
Damage to be slightly higher then current
Hull research reduced to two
Hull regen = 0
shield regen x5
Detonate AM ability removed (steal and give AM abilities still in place)
Vasari changes:
Regen rates high
Conversion ability (advents mind control ability for capital ships)
(havent really thought about these guys much yet)
Overall changes i hope to implement:
Pirates attack in larger numbers DONE (Pirate ships are now slightly weaker however they are far FAR more numerous) *I cant stress enough how much more numerous they will be*
(in addition I used some of the dead ship files in Uzii's sins plus mod to give pirates a chance to throw dead ships into the mix, these will act like original tech ships without the changes i have made)
weapon damage (this is a big one i hope i can implement, though capital ships may be left on out this):
Autocannon 100% damage to shields then 100% damage to hull (basic damage)
Missile 75% damage to shields 25% damage to hull (basic damage, increased chance of causing fires)
Laser 50% damage to shields 50% damage to hull (basic damage)
Wave 125% damage to shields 50% damage to hull (still on the drawing board)
Phase missiles 75% damage to shields 115% damage to hull (still on the drawing board)
Plasma 125% damage to shields 100% damage to hull (has a burn/melting effect when hitting hull)
If anyone wants to contribute that would be wonderful as well! Ill try to keep everyone posted on how this is going and even think about giving you guys a beta once i complete tec and advent.