[MOD] Leinad's Epic Rebalance Mod (LERM) for 7 deadly Sins

Leinad's Epic Rebalance Mod is an adjustment for 7 deadly Sins which i first created for my personal LAN games with friends to match our personal taste.
Now i thought why not share it with the community and even enhance it with the suggestion of the people around.

Keep in mind that i just balanced things for the 3 vanilla races and the Atlantians, i'll do the other races later when they are more polished.

You need DANMAN's 7 deadly Sins mod which can be found here:

https://forums.sinsofasolarempire.com/306277



I'll post now some aims of this mod which should be considered if you make suggestions for changes (which are ofc welcome as long as they follow those "guidelines"):

- like the title says, this mod is supposed to be "epic", this means more action, bigger and more varied fleets, a more realistic approch to fleet battles, more resources / less penalties for expanding and overall just more strategic depth

- now the rebalance part. What i didnt like about the vanilla game is that LRM's and especially Heavy Cruisers are pwnmobiles. Heavy Cruisers have simply no weakness which leads to spamming of this single unit type. Though this is just one example of the overall balance which doesnt have enough counters so i drasticly changed damage classes to give clear and more logic weaknesses to ships (a "big" ship like a heavy cruiser should be stronger vs bigger ships than against small and agile ships).


Totaly reworked the armor and damage type's, new ones can be seen here:

https://www.sinsofasolarempire.homepage.t-online.de/Stats.pdf



Like you can see i tried to give ship classes more specific roles though it needs a lot of testing and nothing is final, there are a few questions like if Light Frigates will dominate the game to much from early to mid game or if scouts / carriers with fighters are a viable counter.
So ill be glad for feedback but plz understand that i cant and wont include every suggestions.

But there are more changes, i also included Kreyon's mod which makes capital ships with experience a lot stronger so they are now really feared on the battlefield.


Here are the changes of Kreyson's mod:

- integrated Kreyson's BattleWagons Mod (1.2) to give you "real" Capitals (Mod can be found here: https://forums.sinsofasolarempire.com/307994/page/1 )

Changes done by Kreyson's Mod:

- I realized the capital ship weapon damage gained per level was compounded every level instead of a flat percentage per level(The L7-10 battleships were overpowered). Reduced the damage from X3/level to x2.5/level .

- Slight increase to capital ship XP requirements from L5-L10.

BattleWagons Change Log, v1.1 (1.04 compatible)

CAPITAL SHIPS CHANGES

- Ship upgrade time - 20 seconds instead of 60 seconds

- Buying Capital ship levels increased cost by 50%.

- Capital ship XP leveling requirements increased by 50%.

- Base hull and shield points/regeneration, anitmatter, shield mitigation and armor is UNCHANGED.

- Tripled the Hull and Shield points gained per level.

- Doubled the Hull and Shield regeneration rate gained per level.

- Capital ship abilities are unchanged (increased the antimatter so they will be used more often)

- Tripled the Antimatter gained per level.

- Tripled the Antimatter regeneration rate increase per level.

- Doubled the weapon cool down bonus per level.. generally 2% (old) to 4% (new), (Base number varies upon ship type).

- Doubled the rate capital ships get new squadrons

- Carries will now carrie 2.5 times the squadrons to compensate for the lack of damaging weapon bonuses and Antimatter abilites compared to other ships.
(L10 carriers will have 17 squadrons!!).

- Tripled the damage bonus per level.... generally from 5% (old) to 15% (new) (Base number varies upon ship type).
Equivalent- New version L10 will do approximately 66% more base damage versus vanilla L10.
Combined with the other beefed up stats, you should see a big performance boost across the board at mid to high level.


Now to the other remaining changes i made:

- Focus fire for all ships deactivated (except strikecraft) => aimed at reducing the focus fire madness and allow ships to attack the appropriate targets

- All shield and hull points of frigates / cruiser reduced to 60% => i simply want more action and reduce the time for ships to die

- Doubled all base ranges and weapon ranges => well i want more epic and "realistic" battles and tiny ranges in space arent that

- strikcraft range by 50% increased (balance reasons to keep up with the other changes=

- Number of strikecraft for carriers doubled but cost increased => carriers were too weak in vanilla, they are now more cost/damage effective

- Sieges do 50% more planetary damage. (obvious siege unnerf)

- Capital cost increased to 4000 / 500 / 350 (balance reasons, capital shield/hulls arent decreased so now they are a bit more expensive)

- Capital and Titan build time doubled (see above)

- Illuminator damage reduced by 10% (Illuminator's were too strong compared to other LRM's)

- More Fleet Points (10k) and Caps (max Caps are now 32) - (well its an epic mod) ^^

- Maximum Upkeep reduced to 44% (i dont want to punish players so much for creating a bigger fleet)

- Stronger Pirate raids. (personal taste, i like a challenge

- Turret costs increased to 250%

- Turret Hull points increased to 150%

- Turret range increased to 230%

- Turret damage increased by 20%

- Hangar cost increased to 300%

- Hangar strikeccraft number increased to 8 (TEC and Vasari), to 12 (Advent),

- Hangar hull points increase to 150%

=> planetary defense is now able to stop mid sized fleets and you should spent now more thought where you place your defence cause of the increased costs.


Allegiance change (old values in brackets):

allegiance 1.00 (1.0)
allegiance 0.95 (9.0)
allegiance 0.90 (0.8)
allegiance 0.85 (0.7)
allegiance 0.80 (0.55)
allegiance 0.75 (0.4)
allegiance 0.70 (0.25)
allegiance 0.65 (0.25)
allegiance 0.60 (0.25)
allegiance 0.55 (0.25)
allegiance 0.5 (0.25)

=> simply supposed to increase your income so you have now weaker but overall more ships and less punishment for expanding (25% income is redicilous)


So thats it for now, like i said i want feedback and suggestions cause especially balance is test intensive work.


Thanks to DANMAN and his team and to Kreyson for their great work, you can't stress enough what a great project 7 deadly Sins is.


Updates:

Changes for v1.03:

- Damage and armor types have been redone from scratch, new ones can be seen here:

https://www.sinsofasolarempire.homepage.t-online.de/Stats.pdf

"Strong vs" descriptions are now updated for the new stats

- Vasari Overseer, TEC command cruiser and Advent Subjugator are now destroyers.
They are a new combat unit between light frigates and heavy cruisers.
Their AM has been decreased from 350 to 150 and their AM regeneration from 1.0/sec to 0.4/sec.

Changes for v1.02:

- Fixed command points for advent hangars.

- Fixed pirate turret costs


Changes for v1.01:

- Fixed the pirates (they were still using the new pirate ships from 7DS, its now back to vanilla pirates)




My mod (v1.03) can be found here (compatible with 7DS v1.3d):

Download Leinad's Epic Rebalance Mod




Installation:

(1) Make sure that you have 7 deadly Sins (v1.3d) installed and in your mod directory

(2) unpack my mod files

(3) copy those files to the 7 deadly Sins folder and overwrite existing ones (backup of the 7DS mod recommed if you wanna play it without my changes).





21,533 views 23 replies
Reply #1 Top
Dude - great re-tool of 7DS. Will it work with vanilla 1.5? If not, any plans to upgrade it. Thanks.
Reply #2 Top
Dude - great re-tool of 7DS. Will it work with vanilla 1.5? If not, any plans to upgrade it. Thanks.
End of quote


Thx and i can create a version for vanilla, my mod includes no additional stuff except the atlantian things, might do it tomorrow.

Btw i forgot to post the exact damage changes, added them now.
Reply #3 Top
updated the link and file (just redownload it) to v1.01, it fixes a problem with the pirates (i forgot to replace the 7DS pirate ships which arent balanced yet with the vanilla ones).
Reply #4 Top
Leinad , pretty neat stuff.

We should seriously discuss a mod to redefine the mp community.
Reply #5 Top
Leinad , pretty neat stuff.We should seriously discuss a mod to redefine the mp community.
End of quote


ya sure if u wanna do that im in though this mod isnt really supposed to be for "competetive play", its more a fun mod while trying to avoid too huge imbalances.
Also maybe the official v1.1 patch fixes a lot of the mp problems, at least one can hope.
Reply #6 Top
Leinad , pretty neat stuff.We should seriously discuss a mod to redefine the mp community.ya sure if u wanna do that im in though this mod isnt really supposed to be for "competetive play", its more a fun mod while trying to avoid too huge imbalances.Also maybe the official v1.1 patch fixes a lot of the mp problems, at least one can hope.
End of quote


Would be great to have sins plus and the wLD graphic mods included in your mod or your mod is not a stand_alone?.
Reply #7 Top
Awolfhk, its a mod to 7ds, merge it into 7ds file.

I like the Allegiance changes. Will make the fringe planets more productive.

Dont remember, does allengience also affect metal/crystal production in addition to money?
Reply #8 Top
Note..

"- Turret damage increased by 20%"

Is it 20% or a typo and should be 200% or 250%?

With the increased stats and cost for hangers and hitpoints/range for both, 20% increase seems a bit weak. The tactical points would then be better spent on hangers instead which are essentially, 4 times as powerfull as the base value.

I like the idea of strong defenses. Makes them count for somethign when the enemy jumps in with a large fleet.
Reply #9 Top
DLed your mod but it errors when overwriting, saying "RESEARCHSUBJECT_ABILITYACCESS_UNSTOPPABLEPHASEJUMPHASE can't be copied, resulting filename too long".
On XP x64, any ideas? :(
Reply #10 Top
DLed your mod but it errors when overwriting, saying "RESEARCHSUBJECT_ABILITYACCESS_UNSTOPPABLEPHASEJUMPHASE can't be copied, resulting filename too long".On XP x64, any ideas?
End of quote


heh, stupid file name length limit. Anyways u dont need this particular file (its not changed) so it shouldnt matter.


Note.."- Turret damage increased by 20%"Is it 20% or a typo and should be 200% or 250%?With the increased stats and cost for hangers and hitpoints/range for both, 20% increase seems a bit weak. The tactical points would then be better spent on hangers instead which are essentially, 4 times as powerfull as the base value.I like the idea of strong defenses. Makes them count for somethign when the enemy jumps in with a large fleet.
End of quote


its 20% more damage for now, cant say if its perfect but keep in mind that the range advantage of hangars compared to turrets is now decreased due to the huge ranges of turrets.
So i dont want to totaly overpower turrets and dont want turrets one shoot killing frigates. Anyways if turrets are experienced to be too weak compared to hangars then ill increase the hull points for them (planetary defence should have some staying power).
Overall turrets are your cheap planet defense solution. It might be better to built hangars but they are very costly and vulnerable, that should be kept in mind (taking them out instead of simply ignoring them makes also more sense now).
Reply #11 Top
Would be great to have sins plus and the wLD graphic mods included in your mod or your mod is not a stand_alone?.
End of quote


its not a stand_alone, at least for now, i might create a version for vanilla.

Currently you need to DL 7DS and overwrite it with my files.
Reply #12 Top
I get the same error for like 20 other files, some of them are modded (like the hangar defense).
This sucks, can't I disable the filename limit somehow?
Reply #13 Top
Ok, got it installed by first copying the original GameInfo folder, then deleting the whole Gameinfo folder, then copying the files from the rebalance mod into the empty GameFolder.
So now I had all your modified files, but was missing a few. Next step, copy files from the copied original GameInfo folder to the new one, but do NOT replace any files. Just keep your finger on the "N" key and it will be over in 30 seconds.

Really like our rebalance mod by the way, but I found an error:

The Atlantians have the same expensive hangar defense, but they get only 3 squads of strikecraft per hangar. I guess that should be 12 (like the Vasari) ?
Reply #14 Top
Ok, got it installed by first copying the original GameInfo folder, then deleting the whole Gameinfo folder, then copying the files from the rebalance mod into the empty GameFolder.So now I had all your modified files, but was missing a few. Next step, copy files from the copied original GameInfo folder to the new one, but do NOT replace any files. Just keep your finger on the "N" key and it will be over in 30 seconds.
End of quote


nice to hear that you could solve your problem.


Really like our rebalance mod by the way, but I found an error:The Atlantians have the same expensive hangar defense, but they get only 3 squads of strikecraft per hangar. I guess that should be 12 (like the Vasari) ?
End of quote


thanks for the feedback and ya seems like the change to the advent hangar's command points got lost, fixed it (as well as a mistake with pirate turret costs) and put new version online.
Reply #15 Top
Great, thanks for the update. I'll try it asap. :)
Reply #16 Top
ok another update.

I wasnt satisfied with the current stats so i have redone the armor and damage types from scratch.
I also added a destroyer type ship. For Vasari its the overseer, for advent the subjugator and for the tec the command cruiser.
With this i want to close the gap between light frigates and heavy cruisers.

Detailed list of the new damage and armor types:

https://www.sinsofasolarempire.homepage.t-online.de/Stats.pdf
Reply #17 Top
ok another update.I wasnt satisfied with the current stats so i have redone the armor and damage types from scratch.I also added a destroyer type ship. For Vasari its the overseer, for advent the subjugator and for the tec the command cruiser.With this i want to close the gap between light frigates and heavy cruisers.Detailed list of the new damage and armor types:https://www.sinsofasolarempire.homepage.t-online.de/Stats.pdf
End of quote


Excellent damage ideas. Very similar to what ive been proposing.

Btw , have you thought about maybe having a separate "structure" armor for Structures and "defence" armor for Turrets , allowing for some structure raiding component
Reply #18 Top
Hello iv been playing 7 deadly sins ver 1.3d i thought id give this a try with it, I tryed playin as the atlantians when i built the frigit factory i get a mini bump error it seems to happen when i hover mouse over the atlantian drone any ideas on how to fix this problem
Reply #19 Top

Hey Leinad

 

great Re-Mod - thanks.

 

But found some bugs as well ;-(

Quoting martaq, reply 18
Hello iv been playing 7 deadly sins ver 1.3d i thought id give this a try with it, I tryed playin as the atlantians when i built the frigit factory i get a mini bump error it seems to happen when i hover mouse over the atlantian drone any ideas on how to fix this problem
End of martaq's quote
--> see I.

I.) counterDescriptionStringID "IDS_COUNTERDESC_FRIGATE_DESTROYER" is not inside the english.str -> So an Dumperror occurs.
II.) Explosions.explosiondata -> if used, a dumperror occurs.
III.) 'Hangar strikeccraft number increased to 8 (TEC and Vasari), to 12 (Advent)', -> I only (TEC) see 5!

Well, to I: - found out this is the problem in all utility0-Fregate ships. You can change all these files - or change the language file (+1 at top for Stringcounter).

The Problem occurs, when you point your mouse over a ship, then the program will try to access the stringtables to display the 'what-is-this' strings/descriptions.

To II.: THink its a similar problem, went not deeper, using the org 7-deadly one.

To III.) Well, minor...

 

Also, I figured out, you changed the planets/moons from 7 deadly - I recommend to do it back. This is not important for epic, but brings a greater variaty.

 

 

 

 

Reply #20 Top

So LinkesAuge, any plans for 2,.0 BETA C?  We're waiting.

Reply #21 Top

Quoting SpardaSon21, reply 20
So LinkesAuge, any plans for 2,.0 BETA C?  We're waiting.
End of SpardaSon21's quote

If anything, he should wait for the beta D, seeing as its going to come soon.

Reply #22 Top

Anyone notice?? LinkesAuge last post was way back on June 8th?? His mod is prob dead...

 

Awolf

Reply #23 Top

Uh yeah.  And since I like what's he done to 7 Deadly Sins, making it more epic and such, I don't want this mod dead.  Hopefully he is still around and can work on this.  If not, well, crap.