Mod request: Faster kills

Hi all modders,

I'm not skilled in modding myself so I'm asking someone who is to make the following mod:

I would like Frigates to have half their HP/shields and do half the damage they do now.


I would like Cruisers to have 2/3 of their HP/shields and do 2/3 of their damage.
Capital ships should be able to be left alone before testing the actual mod.

You may ask why I want this?

Battles take too much time and I really want to get the feeling there's a huge difference between the ship types. When two armadas clash together I want ships to blow up fast, not stop for "a minute".
13,699 views 16 replies
Reply #1 Top
When SD/IC provides the tools to work on the .entity files (which are now binary instead of ascii), I'll be happy to help you with that. Time limitations may restrict how much, but I'll give it a shot.

Depending on how user-friendly the tools they give us are, you may be able to do it yourself.
Reply #2 Top
One can only hope. I just learned, opposite of what I was made to think, that there's no scripting in the game. This put me off the whole idea, to be honest. But thanks for the consideration, mate.

Until we can mod some life into the game, I can't see me playing more of it.
Reply #3 Top
You would have to also change economy if you go this route. You will find yourself running out of ships quite fast. Or make the ships half priced maybe? And change built time.

I like slow paced battles as there is much strategy involved. You can even prolong the battle till your ally arrives :) And you can move different forces in and out of the system. Like pulling back your siege when the enemy defenders arrive.
Reply #4 Top
Where'd you hear that? The (very) old site lists a LUA scripting engine, and I imagine there must be some degree of scripting already implemented for the tutorials...
Reply #5 Top
Tsed,

https://forums.sinsofasolarempire.com/?forumid=443&aid=174634 (Link) , Reply #9

To quote: "At the moment, there is no in-game scripting in the way you are thinking about. It may well be added in a content update later though."

Put simply, they didn't need to implement scripting to implement the game (no campaign), so they didn't put it in purely for modability's sake (that'd be a lot of development time for a fairly small subset of the user base). However, in the event that they develop a campaign as an expansion, they'd certainly be implementing some scripting. The post I quoted *may* indicate that they'll implement some degree of scripting in a free content update.

Edit: good point about the tutorials, though, I'd imagine they had to have something to lock down parts of the UI and make ships appear and that sort of thing.

Question for Devs: are the tutorials "scripted" in some way we can imitate, or is it hard coded somehow? Or what?
Reply #6 Top
I would just like to note that making frigates have half health\shields AND half weapon damage, would make absolutely no difference in battle length when frigates are fighting frigates (which is a lot of the time), similarly for cruisers, though cap ships would be significantly more powerful. for "faster kills" you should just drop the health/shields
Reply #7 Top
I would just like to note that making frigates have half health\shields AND half weapon damage, would make absolutely no difference in battle length when frigates are fighting frigates (which is a lot of the time), similarly for cruisers, though cap ships would be significantly more powerful. for "faster kills" you should just drop the health/shields


I rarely fight frigate to frigate for a very long part of the game, and with the increased power coming from cruisers and later Capital ships it would make a more comfortable pace.
Reply #8 Top
Currently playing as the Vasari I find that with only one form of offensive cruiser, the bulk of my offensive forces are still frigates even late game.

an additional question is of course the role of bombers, with the health drop of non-capital ships bombers would become even more effective than they are now. Of course things like that can be overcome depending on how the game calculates damage.

Personally I intend on playing the game for longer than two days before i start figuring out how to mod it, and obviously waiting on the Forge Tools.
Reply #9 Top
"Personally I intend on playing the game for longer than two days before i start figuring out how to mod it, and obviously waiting on the Forge Tools."

Where's the fun in that? ;) j/k...

Reply #10 Top
Designer, look in GameInfo\Gameplay.constants. There are some universal constants in there that may be what you are looking for. Of course, back the thing up first.
Reply #11 Top
Hi all modders,

I'm not skilled in modding myself so I'm asking someone who is to make the following mod:

I would like Frigates to have half their HP/shields and do half the damage they do now.


I would like Cruisers to have 2/3 of their HP/shields and do 2/3 of their damage.
Capital ships should be able to be left alone before testing the actual mod.

You may ask why I want this?

Battles take too much time and I really want to get the feeling there's a huge difference between the ship types. When two armadas clash together I want ships to blow up fast, not stop for "a minute".


you do realize if you change the way combat currently works, you will also have to change the speed of which you build your equipment, speed of income and resources just to keep up with replacing of lost ships etc. etc.

Reply #12 Top
Designer knows all.
Reply #13 Top
Ok, i had a play around with "gameplay.constants" file. For solely the purposes of making "faster kills" (taken literally) its Exceptionally easy (it might not look it at first glance but it is), all i did was add 1 to all the "DamagePercentBonus:" fields, and it made combat atleast 8-10x quicker, ie my first fleet (6 advent light frigates and a colonising cap ship) could blow up one neutral cobalt in about 3-5 seconds.

For clarity for the interested few

DamagePercentBonus:ANTIVERYLIGHT:CapitalShip 0.25
DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.5
DamagePercentBonus:ANTIVERYLIGHT:Light 1.0

Became
DamagePercentBonus:ANTIVERYLIGHT:CapitalShip 1.25
DamagePercentBonus:ANTIVERYLIGHT:VeryLight 2.5
DamagePercentBonus:ANTIVERYLIGHT:Light 2.0

and so on for the about 40 other entries.

Though as was said before this requires you to mod the economy because you get through ships much quicker

and modding the economy is more complicated, so the easy, if ugly way of doing it, is modding planetary allegiance, by yet again adding 1 to each number

examples

allegiance 1.00
allegiance 0.90
allegiance 0.80
allegiance 0.70

Became
allegiance 2.00
allegiance 1.90
allegiance 1.80
allegiance 1.70

This effectively doubles the economy, to increse it further you would just up the numbers
Reply #15 Top
Really wish IC would release some info about how the new mod tools were gonna work. I can already visualize an interface with sliders for SO many different variables.
Reply #16 Top

Really wish IC would release some info about how the new mod tools were gonna work. I can already visualize an interface with sliders for SO many different variables.


All I want is a binary -> text converter, and the converse. Once I get those, I can start working on the website again!