Beta rebalance mod (finished)

finally :)

My mod to rebalance and enhance the gameplay experience of beta 4 is now after ardous testing against the ai and friends complete.
The testing should have ironed out most if not all bugs. If you should find any please report them so we can patch them out.
Inside the archive are installing instructions aswell as a complete(?) changelog.

You can download the file here:
WWW Link @ sins.bz
Its about 500k and easy to install

If you have any additional feedback or suggestions then they might be included in future versions.
The current project for beta 4 is considered complete as there is not much more than i can do with the game in its current state.
I hope that you enjoy the enhanced gameplay experience the mod provides, aswell as fun tactical battles and strategies.

Enjoy!

Complete changelog follows:

General:
-Ship turnrate doubled

-Pirates:
-Pirate base defenders increased
-Pirate raid strength can mount more ships

-Local Militia
-possibility to be 50% stronger
-nebulae can house pirates

-Cost balance
-each ship now costs credits and res according to their firepower and health
-buildtimes now according to a ships cost

-Counter System:
-Armor classes changed as following:
-Extractors and civil ships: Light armor
-Laboratories, tradeports/refineries and Frigates: Medium armor
-Factories, supplementary military buildings and Cruisers: Heavy armor
-Combat military buildings and capitalships: Capital armor

-Each weapon has an advantage against a special armor class
-AntiLight; found in scoutships, fightercraft, the utility cruisers "Hoshiko" and "Stilaktus" and the capitalships "Akkan" and "Antorak" (Colony and Scout)
+25% Damage against Light armor
-50% Damage against Capital armor
-25% Damage against All other armor

-Antimedium: found in Light frigates the cruisers "Cielo" and "Serevun" and the capitalships "Dunov" and "Jarrasul" (support and Colony)
+25% Damage against Medium armor
-25% Damage against Capital armor

-Antiheavy; found in Siege frigates, bombercraft and the capitalships "Sova" and "Skirantra" (Carrier)
+25% Damage against Heavy armor
-25% Damage against Capital armor

-Capital; found in torpedo frigates, heavy cruisers and the capitalships "Marza" and "Vukoras" (Dread)
+25% Damage against Capital armor

-Composite; found in planetary defense guns and the capitalships "Kol" and "Kortul" (Battleship)
-normal damage against all armor

-Orbital structures
-cost increased between 50% and 100%
-buildtime increased by 100%
-orbital civil ship spawnrate decreased by 50%

-Fighter:
-Fighter firepower halved
-Fighter hp halved
-Fighter number doubled
-Figther buildspeed doubled
-Fighter maxspeed increased

-Bomber:
-Bomber Firepower halved
-Bomber hp halved
-Bomber number doubled
-Bomber buildspeed doubled

-Cruiser
-Speed decrease by 20%
-Damage increase by 20%

Tec:
-Abilities:
-Dunov shield restore changed to a continuous restore, not an instant one, non stackable
-Hoshiko sabotage ability damage and duration increased

-Technology
-all advanced frigates and cruisers one techlvel earlier
-additional technology to buff gauss cannon range
-tech level for special abilities decreased
-some techs increased in requirement level
-one missile tech changed to increased firerate rather than damage
-Insurgency strength doubled

Vasari:
-General:
-Ship hull decreased by 33%
-Ship shields increased by 10%
-Ship interphase speed decreased by 20%
-Ship phase speed increased by 20%

-Abilities:
-Kortul damage ability cost increased

-Technology
-advanced frigates and cruisers earlier
-technology to special abilities earlier
-trade technology later
-cultural advancements later
-phasegates earlier

The mod in its current state should be compatible with my starcraft voice mod.
10,554 views 10 replies
Reply #1 Top
There will be probably a small update next week if i get the time to do it.
Some small bugs i carried over from the original beta version have to be corrected and i have to make some slim changes to the siegemodel and some tec capships.

If you have noticed any other things please let me know.
Reply #2 Top
nice pilly! <3
Reply #3 Top
i wuv you! <3
Reply #4 Top
hm, I thought you were going to reduce TEC phasespeed?

bah, my only problem is that you changed the armor of the missile frigs to "medium", they should remain light.
Reply #5 Top
Schod: Medium is the new Light :P

in original sins, light armor only has a weakness against Antilight and Composite.
Antilight is only used by light frigates (they have the same role in my mod only with antimedium damage for balance reasons)
Composite only used by heavy cruisers (LRM are more cost effective even though they have a weakness in regular sins)

Light armor does not mean its less armored, it is just another armor class with other weapon weaknesses.
Reply #6 Top
Hey guys, i would like to include in the update a few good custom maps.
They would get more exposure and that is a good thing for the community.
Maps are also so ridiculously small that it doesn´t matter if i add a bunch.
Since i have already changed the string file to accompany my changes ingame
adding description for each map are also no Problem.

Thing is i am mostly playing random and i don´t really know what custom maps that are availiable are good and which one you´d like to play more (always easier to download it all in one package :) )

So please link me to some good maps and i will put them together with the mod in the update (if the creator of the maps is ok, of course)
If the map does not have a description and/or selection picture to go with, i would make
that aswell.
So give me you suggestions for good maps or get mapping on fun or competitive maps, you have about a week time :)
Reply #7 Top
Deadline will be thursday next week, get your maps ready and tested and notify me beforehand if you need artwork or description text done for them!
Reply #8 Top
Cool mod. I tried it out today and I like how it plays out.
Reply #9 Top
@Steelfin:
Glad that you like it :) Was quite a bit of work to get it to this point but i think it was worth it :)


So for all of you who are playing the mod (3 people confirmed :P) here is the promised update :)
WWW Link @sins.bz

This update fixes some abilities mostly regarding the new fightercraft mechanics (such as magnetize and flak burst)
Some minor flagship balancing and reworked siege mechanics (decresed siege frigate damage as they are now also viable combat units)
Sieging is generally slower and should only be done if you control the system not by a 10+ siege frigate runner fleet.
Harassing is now more effective than siege steamrolling :)
Also some other small changes i make during the development process when they are necessary, sry can´t recall all of them.

ALSO: new and fun to play custom maps!
5 maps in total 2 for 1vs1 and one each for 2vs2 3vs3 and 8 Players!
The maps are the following:
1vs1: Renerian leapfrog (also speratly availiable WWW Link there)

Crossover: This symetrical map has quite a bit of a twisted phaselane setup, good for backstabbing the enemy.

2vs2: The great Divide (WWW Link)
3vs3: Samarian Sigil (WWW Link)
8 Players: Utopia
A symetrical 8 player map good for 4 teams a two ffa or 4vs4.
Many colonizable planets and in the middle a big prize awaits that will surely be the focus point of a lot of combat!

This update contains all the files from 1.0 aswell you can just copy it over, no need to remove the old version beforehand.

So try it out and enjoy!
Reply #10 Top
Depending of the balance of the game once its out:

Is there any interest that i remake this mod for the original game?
I know that it is not so much rebalance anymore but provides a more slow and tactical gameplay experience as i have included some suggestions from the community.
So i´d probably have to change the name ^^;

Anyone playing and enjoying so it´d be worth to update the mod to the full game including the advent?