True Balance Mod (Atleast compared to IronClad's last attempt) By EadTaes
STAGE1a is Realeased to the Public
This mod is for Sins of a Solar Empire Entrenchment 1.03, I am sorry for vanila people but I will not be making a conversion for sins 1.17.
STARTING TO MERGE THE MODS
Raging Amish and MindsEye are all currently seperately working on their mods with the same goal in mind as me, MAKING this game work as it should, somehtign the DEVs have one come close to acomplish but have since fallen very far from the mark.
As of right now no mergers are planed but I can already tell you some of Raging Amish'S modifications will make their way into this mod, a few of MindsEye modification are also getting added in this mod.
I will be creaing and starting work on this mod in 3 stages that will each resolve the problems playging this game we love while trying to keep the flavor of SINS. These Stages are there to insure that steps aren't junk and that objects ar enot overnerfed or overboosted.
Aditional Thanks For help goes to:
Lord Dark Cloud
JohnJames
Whiskey144
Raging Amish
Technical Help:
Terraziel
harpo99999
1st STAGE GOALS:
-Reintroducing Carrier in the counter chain as the LRF counter. And making their combat efficiency in battle reliant on AM. (Released)
-Balancing the Flak and fighters to a 1:1 ration. Were 1 Flak will kill the Fighter from 1 wing just fast enough to have the carrier constanly replacing them. Effectively making the carriers run out of AM inside a set time period.(Released)
-Making carriers under direct enemy fire incapable of replacing their SC fast enought to be an effective fighting force. (Released)
-Modifing the LF ANTI-AM abilaties so they have a profound impact on carrier and not just support cruisers. A counter to carrier by taking their AM away form them. (Ready For Release)
-Nerfing Repulse (Released)
-Fixing Illuminators, bringing them inline with other LRFs, this also looks in to Assailants and LRMs. (Under Testing by 3rd party)(Initial release out)(Merger with Raging Amish mod)
-Possibly making Heavy fighters form the Sova AoE, this is somethign that is crucialy missing for TEC. (Ready For Release)
-Reducing the damage fighters do VS capital ships. (Part of Stage 3, will help to make Capitals more viable) (Released)
2nd STAGE GOALS: (If the problems still persit after 1st STAGE implementation)
-Fixing Enforcers (will most liekly copy Raging Amish here.)(Merger with Raging Amish mod)
-Fixing Light Frigates ( Again Amash will get copied probably) (Pending on in game combat play)
-Futher LRF balancing (If needed, this will most likely go in the same direction as Raging Amish but not necesaraly be identical) (Pending on result from initial testing)(Merger with Raging Amish mod)
-Making Seige frigates Usefull. (RA has done exactly what I would have so copy again) (Released) (More work probably needed)
-Adjusting Bombers to the new balance of the fighters. (Initial release out)
-Adjusting Subverter survivabilaty(Merge with MindsEye mod)
-Adjusting Overseer and Subjugator effectiveness by their turn speed or byt he firering arc of ther abilities (MindsEye seems interesting) (Merge with MindsEye mod)
-Reworking some of the XP recived when killign certain ships (Raging Amish has nailed this, Copy/Paste here I come.) (Released)
-Increasing the range of the main gun of all Turret defences. (Scraped after public inquiery)
-Reducing the slot cost of Planetary Sheild, Nano Jammer and AM Recharger. (Public opinion shows sheild generator needs a new effect and that the effectiveness of the other 2 should be looked at.) (Under Study)
-Possibly increasign the number ot total fighter wings in Hanger Bays. (Pushed down in the list to do)(On hold would need to create a new tech, somehtign I don't wanna do. Submiting it to a public opinion in Decivers thread)
-Toning down fighter VS fighter battles (Initial release out)
-Toning down fighter VS LRFs. (Initial release out)
-Reducing income from neutrals (Merger with Raging Amish mod)
-Adjusting amount fo extrators (Merger with Raging Amish mod)
3rd STAGE GOALS:
-Reworking/Adjusting the majoraty of Capital ship abilaties. (Partial releases out)
-Making getting several Capital ship an advantage and not a disadvantage. (Partial releases out)
-No Capital ship will have it's combat stats reworked unless numbers show an imbalance of importance.
-I forget what else but it will come back to me.
CHANGE LOG: STAGE1a (old release)
-Removed build penalty on SC when enemy ships are present in the gravaty well.
-Increased the build penalty on SC when the host carrier is taking direct damage from 50% to 25%. SC build 3 times slower.
-Reduced Advent Carrier AM reserves from 600 to 450.
-Reduced Advent Carrier AM regenration rate from 0.6 per second to 0.4 per second
-Reduced Advent fighter build time from 17.6 seconds to 16.6 seconds.
-Increased Advent flak frigate refire rate from 5 seconds to 6 seconds
-Reduced Vasari fighter squadron cost from 90AM to 80AM
-Reduced Fighter damage modifier againt Capital ships from 0.5 to 0.25
-Repulsion AM cost increase from 20 to 40, cooldown increased from 8 to 16 seconds.
-Experience gained for killing LRM changed from 30 to 20 and experience gained for killing Assailant changed from 20 to 30.
-Anti-VeryLight damage modifier VS VeryLight armor was reduced from 1.5 to 0.5 (Sounds crazy I know but it was that broken)
-*Illuminator Hull reduced from 620 to 500, armor was also reduced from 2 to 1.
-Seige frigate supply cost reduced from 14 to 10 for all races.
-Advent Carrier health increased by 17%, hull from 1650 to 1850, sheilds from 1170 to 1570.
P.S.
*This change is not final since testing has yet to finish, additional changes are likely to come again.
CHANGE LOG: STAGE1b (CURRENT RELEASE) This will list only aditionnal changes from 1a, so 1a changes are still valid unlest they were overwritten in thsi patch.
-Ligh Frigate Abilaties have had a rework to make them effective VS carriers and to make the abilaties and the LFs more valuable in battle.
- Vasari Ravastra Skirmisher has recived 200AM with a 0.5 regeneration rate (Identical to Cobalts)
- The Intergration abilaty has been modified
- It used to cause 100% more AM consumption and 100% longer cooldowns, now it Causes only 50%
- It now instantl takes 30 AM away from the target and deals 30 damage to hull
- It will also cause an AM drain of 2AM per seconds and damage the hull at 2 damage per second for 10 seconds
- Cool down of Intergration has been increased from 8 seconds to 30 seconds.
- The abilati now costes 30AM to use.
- The Sabotage Reactor abilaty has been modified
- When the target would use and abilaty it would cause 100dmg to hull and sheilds, now it will cause 50 dmage to hull.
- When the target would use and abilati it would disable abilaties for 15 seconds, it will now disable abilaties for 30 seconds.
- When casting the abilati on the target it will now instantly remove 50 AM from the target.
- The cooldown has been increased from 3 seconds to 30 seconds.
- The Steal AM and Transfer AM abilaties have been modified.
- Steal AM now needs to face it's target in order to be used.
- Steal AM steal amount reduced from 25AM to 10AM.
- Transfer AM witch was a channeling abilaty is no longer chaneling.
-Heavy Strike Craft ability from the Sova has been made into an Area of Effect. It's current range is 6000.
-Heavy Strike Craft ability from the Sova has had it armor bonuses reduced from 1/2/3 to 1/1.5/2 per level.
-Anti-VeryLight damage modifier VS VeryLight armor had been increased from 0.5 to 0.6. (Slowly tweaking it to actual game play)
-Anti-Light damage vs Light armor has been reduced from 2.0 to 1.5. (This is so fighters arent a to powerfull counter to bombers and LRFs witch they currently are.)
-Anti-Light damage vs VeryLight armor has been reduced from 1.0 to .75. (To try and prevent people favoring fighters to counter fighters, I'm makign it into a game of russian roulette.
)
-Anti-Medium damage vs Capital armor reduced from 0.75 to 0.5. (Part of stage3 to make capitals more viable)
-Anti-VeryHeavy damage vs Capital armor reduced from 0.75 to 0.5 (part fo stage 3 to make capital more viable, means bombers will be lest effective VS Capital ships)
-Range modifications on the abilaties are Pending
DOWNLOAD
STAGE1a: CheckSum is: 5431463
Midiafire Achive: http://www.mediafire.com/download.php?zht2mkzwxdm
MediaFire Self Extractor: http://www.mediafire.com/download.php?gutfmgdnyzw
Megaupload Archive: http://www.megaupload.com/?d=HTFJ11ZR
Megaupload Self Extractor: http://www.megaupload.com/?d=3W1YNE5J
It is recomended to read The gameplay section a bit lower on this page in order to understand that chnages and to know how to deal with the fighters.
How to instal the mod. This si the directory the mod needs to go into.
C:\Documents and Settings\windowsusername\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03
When you place the mod make sur you do not have double folders it must look like this:
C:\Documents and Settings\windowsunsername\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\TrueBalance STAGE1a\GameInfo
REPLAYS
EadTaes (TEC) vs Deceiver (Advent) ona medium sized map normaly used for 2v2 matches.
http://www.mediafire.com/download.php?mjm1itnjjmm
EadTaes (TEC) vs Darvin (Vasari) on a galaxy forge made map..
http://www.mediafire.com/download.php?gjtnh5ydmty
Currently if you wanna take bets on a mod merge It will most likely be with Raging Amish's mod.