Sins Advanced[Released/WIP]

So I am making my mod and am going to post of the changes.Any feedback or ideas are welcome.My goal is to make all research useful in MP.Also attempt to further balance the game.

 

Doubled culture gain and loss rates.

Changed allegiance of planets to distance from homeworld:
  allegiance 1.00
  allegiance 0.95
  allegiance 0.90
  allegiance 0.85
  allegiance 0.80
  allegiance 0.75
  allegiance 0.70
  allegiance 0.60
  allegiance 0.50
  allegiance 0.40
  allegiance 0.30

Changed warning for low allegiance to 20%.

Decreased all levels for capship experience by 25%.In 600+ mp games I rarely(maybe 1%) see level 10 caps.Hopefully this will put caps more into the game.

Increased build time of a sb in enemy well to 2.75 from 2.25.

Changed damage mutiplier antiverylight to antiverylight from 1.33 to 1.1.IMO flak kill fighters to fast fro them to do their job.Antiverylight to antilight from .75 to .85.Will help flak be more useful against lrf and bombers.


Changed antimeduim to medium from 1.33 to 1.2.LF still die to fast to LRF.

Double turning speeds of all ships to help with pathing issues.

Changed turning speed of 3 battlship caps by 150%.Increased thier speed from 500 to 510.Help with carrier cap kiting.

Changed GRG damage to 750,1500 and 2000.

Dunov shield restore can target self now.

Dunov magnetize now affects 16,24,and 32 sc from 8,12,and 16.

Dunov emp blast range increase from 4500 to 9000,9250,and 9500.

Dunov Magnetize duration change from 10,12,and 15 to 15,20,and 25.Cooldown to match.

Subjugator suppresion ability range increased from 6000 to 9000.

Changed scramble bombers to spawn 1 squad at all levels instead of 1,2,and 3.Change duration of squad from 120 at all levels to 120,150,and 180.Changed cooldown from 35 at all levels to 35,30,and 25.

Changed celio shield recharge from 2.5 to 5.

Changed range of flak burst from 2400,3000,and 3600 to 4500 at all levels.

Changed range of tk push from 4200 to 5250.

Changed weapon jam range from 4500,5500and 6500 to 6500 at all levels.

Increased am of Dunov,Antorak,and Rapture by 100.

Changed Dunov Level 6 ability range from 4000 to 6000.

Starfish fleet points from 18 to 12.

Cooldown for missile turret on sova from 35 to 35,30,and 25.

Changed intial squad count on Advent sb from 2 to 4.2nd level from 6 to 10.3rd level from 10 to 16.4th from 14 to 24 and 5th from 20 to 32.


Changed Tec and Vas sb squad for initial from 0 to 2.2nd from 4 to 6.3rd from 8 to 12 and 4th from 14 to 22.

Changed upgrade slots of all sb from 8 to 10.

Changed Phase missile swarm am from 90 to 70.

Changed range of Antorak speed boost from 5000 to 9000,11000,and 13000.

Changed speed of carrier class caps from 525 to 500.

Changed Antorak speed from 525 to 600.

Changed minimum extractors on ice and volcanic to 3 from 2.

Changed reintegration activation from damagetaken 50% to 30%.

Changed Guidance ability duration from 15,30,and 45 to 30,60and 90 sec.

Changed Guidance ability to give 1.5 am per sec for all levels.

Malice duration and cooldown changed from 10 sec to 20.

Changed ai retreat threshold from .25 to .35.

Changed all hull and shield research from 2 levels to 4 levels.

Increased refinery rates by 33%.

Increased resources focus from 8% to 17%.

Divination discount increased from 25% to 40% per level.

Changed Hardened Cities damage reduction from 5% to 15% per level.

Changed AM Recharger from tier 6 to tier 2.

Changed AM Recharger improvement from tier 7 to 4.

Changed High Efficiency Jumps from 11% to 20%.

Changed Ruthlessness Damage from 1.5 to 10.

Changed Ruthlessness from tier 7 to tier 8.

Changed Tec Ice Population upgrade from 8% to 20% per level.

Changed Tec Tier 4 Terran Population upgrade from 8% to 12%.

Changed Catastrophe Recovery from 13% to 25%.

Changed Beam upgraded for Tec from 5% to 15% per level.

Changed Time Explosives cooldown from 900 sec to 360.

Changed Cluster Warheads range from 1200 to 1500 and number of targets from 6 to 10.

Changed Vasari Ice Plante Population Upgrade from 8% to 15%.

Changed Vasari Volcanic Population Upgrade from 15% to 40%.

Remove speed penalty to Gauss Rail Gun.

Changed Salvage Efficiency from 20% to 40%.

Changed Salvage Debris from 3 levels to 4.

Changed Modular Architecture from 20% to 30%.

Changed Artificial Longevity from 20% to 40%.

Changed Trauma Nanomedicine from 20% to 40%.

Increased range of PJI from 31500 to 50000.

Changed Destabalize Phase Space damage from 30% and 50% to 60% and 80%.

Changed Antimedium damage to veryheavy from .75 to .6.

Changed Cargo Hold and Trade Good Upgrades from 8% to 12%.

Changed PactSupply bonus from 800 to 400.

Changed Metal Pact bonus from 15% to 30%.

Changed Metal/Crystal Pact bonus from 10% to 20%.

Changed Crystal Pact bonus from 15% to 30%.

Changed Trade Pact bonus from 10% to 30%.

Added Allegiance buff to culture pact by 10%.

Changed Research Pact bonus from 10% to 20%.

Changed Beam Pact To include Lf.

Changed Quick Pulse Streaming and Intense Pulse Beams from 5% to 10%.

Changed Egg Colonize boost from 20% to 20,50,and 90%.

Changed Martyrdom damage from 250 to 500.

 Changed price of all turrets from 250/75/35 to 200/55/15.

Changed Advent hanger price from 950/200/110 to 700/120/70.

Changed Tec and Vas hangers price from 700/120/70 to 525/90/50.

Changed Planet Shield Gen mit from 30/50/80 to 50/70/90.

Lowered Planet Shield Gen from tier 5 to 4 and its improvements from 7 to 6.

Gave Planet Shield Gen Shield Restore ability.

 

Thanks to harpo99999 for files.Rock on harpo:thumbsup:

Lets try this:http://www.filefront.com/17483538/Sins-Advanced-Mod.zip/

10,177 views 11 replies
Reply #1 Top

Updated changes.Goes Kinda slow I work alot lately.May release this version see how things go.

Reply #2 Top

How about making Antimatter Rechargers able to target structures, starbases, and frigates instead of just capitals?

 

Reply #3 Top

Hmm good suggestion.According to entity file it can target frigates.I will have to look into targeting structures.Could be a problem if there was 2 in same well recharging stuff and each other.

Reply #4 Top

Games up for dl

Reply #5 Top

Upcomeing additions:

Changed price of all turrets from 250/75/35 to 200/55/15.

Changed Advent hanger price from 950/200/110 to 700/120/70.

Changed Tec and Vas hangers price from 700/120/70 to 525/90/50.

Changed Planet Shield Gen mit from 30/50/80 to 50/70/90.

Lowered Planet Shield Gen from tier 5 to 4 and its improvements from 7 to 6.

Gave Planet Shield Gen Shield Restore ability.

 

Also looking for a way to make animosity work as it should.Anyone knows how to do this please let me know.Additions will be added when I can figure out how to make restore ability work correctly on gen.

Reply #6 Top

I like the mod name.

The changes to turret and hangar prices seems like a good idea. What about also lowering the prices on mines by 30% - 50%? Might seem a little much, but mines aren't that cost effective for what they do.

How about making LRF drain a lot of antimatter each time they fire, like a damage caster unit?

Also i would like to see planet upgrades that isn't just about higher population, maybe like higher population growth rate and such for low tier reasearch?

 

Reply #7 Top

I feel same way ragamor about the planet things the whole time.The game lacks some depth.The mine issue is a problem because vas use them offensively.I may look into making them cheaper for other races tho I not sure.LRF dont need all that I have nerfed them in many areas so they wont be the main unit.Give it a try its fun for sp too.

Reply #8 Top

I'll download your mod and give it a solid playtrue when i get time. If i hadn't been doing undergrade in graphic design i would have made my own mod as well.

Mines in real life is often dirt cheep, not the most effective killing device, but great at making an no man zone and delaying your enemy. Maybe having them like that in Sins would work wonders as well.

 

What about having planet upgrades being categorized by planet type?

Terran Planet upgrade - Increase all planets population limit.

For higher tax income.


Desert Planet upgrade - Increase all planets population growth rate and add an minor boost to population limit.

For reaching max tax rate at a faster rate and recovering from bombing.

 

Ice Planet upgrade - Increase all planets resilience from bombing and add an minor boost to population limit.

An minor mid game counter to planet bombardment.


Edit: You might want to clean up your change log a little bit so it will be easier to read. Maybe adding a title to each stat type?

 

 

 

Reply #9 Top

Just looked at the gameinfo in diplomacy and i was quite shocked to discover that LFC tier 1 terran planet tech needs 23 minues to repay itself. Thats if you only got 1 terran planet, but even with two terran planets its slower then a snail high on glue.

Also tier 1 planet tech is a waste of money before the planet has reached the population cap. That kinda kills of any early economy tactics. Maybe including some population growth rate with the tier 1 tech can help it somewhat.

 

Reply #10 Top

bump

Reply #11 Top

anyone wanna play 1130 central Ill have a game open.