Volt_Cruelerz Volt_Cruelerz

[MOD] Rebalanced Races: Rebellion V2.03 [For Rebellion 1.82]

[MOD] Rebalanced Races: Rebellion V2.03 [For Rebellion 1.82]

An attempt to balance the races and ships of Sins of a Solar Empire: Rebellion

http://www.moddb.com/mods/rebalanced-races-rebellion

About

A lot of people complain about the state of the balance of the game due to various reasons.  I am one of them.  For this reason, I made a mod that reworks or buffs the underpowered units of the game in an attempt to make them better and nerfs various overpowered units.

Not one of the things I have in here is something I believe is something that could not be in some form effectively integrated into the game.  I am also basing many of these things off the extensive discussions and tests myself and others have had on the subject.  I do not claim perfection, but I do claim a great deal of effort and I would hope improvement.

This mod is not about making cool new additions.  This mod is about one thing and one thing only: balance.  While some in the community feel that the game has intrinsic problems, I believe that without fundamental changes to the gameplay itself, this game can be balanced.  The objective of this mod is to balance as objectively as possible the races, factions, ships, and abilities of the game.

 

Download Structure

As this mod expands, if files are given in text format, it will result in slower loading times.  As a result all the files are given in binary for easy of loading for beginner users but advanced users can simply click on ConvertBinToText.bat to run ConvertData to look at the files in text format.  The needed files for this process are included in the GameInfo folder itself for your convenience and needn't be relocated to function.

 

Reuse

As this mod has expanded, there have unfortunately some changes that have had to be made which modify the entity.manifest, thereby prohibiting the use of it with any other mod that modifies that file.  If you truly wish to combine this mod with another, you will have to take the custom entries in the entity.manifest of one of the mods, add it to that of the other, and drop the files from one mod into those of the other.  In other words, if you already know how to do the above, it's a piece of cake.  If not, there are resources around the forums to help get you started on modding.

If you are releasing your own mod and wish to incorporate either Rebalanced Races: Rebellion or Rebalanced Races: Diplomacy...

  • If incorporated in its entirety, please cite the mod's name and myself in your credits and I would preferably like to receive a PM at some point prior to the integration as I might be interested in helping you.  
  • If not in whole and no modifications requiring entity.manifest changes are added to your mod, I'd ask to be in at minimum a "Special Thanks" category.  
  • If not in whole and a modification(s) requiring modification to the entity.manifest is added, I would like to ask that I be included in your credits list.
  • Artwork reuse is restricted due to the fact that it is the work of Axxo2 and not myself

 

Credits

RespawnedTitanL10, furyofthestars: original versions of the Corsev fixes

Axxo2: He did the artwork for the logo/loading screen

 

NOTE: fixed the startup crash of 1.6.  My apologies for the inconvenience.

 


 

Changelog From Default (as of Rebellion 1.82)

-ADVENT-

Radiance Battleship: port and starboard laser batteries now deal anti-light damage and can target SC; also there are two port and starboard bank targets.  This allows the Radiance to better deal with bombers and corvettes in rush situations.

Deliverance Engine: the DE now captures all culture centers at the target planet, assisting the primary effect of dominating culture.  Depending on user preference, the centers could either be left up to torment the previous owner or scuttled for resources for the user.  See this thread for details.

Guidance: AM changed effect from 10%/20%/30%/40% on ability cooldowns to the same effect on both ability and bombing cooldowns.  This is likely a temporary change until something better comes along or I make this do something else entirely.

Clairvoyance: spawns culture at a power of 0.0/0.8/1.6/2.4 at the target planet, allowing players to increase their odds of having an advantage at a planet when attacking and can be used to cement a cultural advantage in culturally contested wells.  This can also be used early on to culture-bomb your opponents as an Advent Loyalist, handicapping their economy and thus military.

Detonate Antimatter: damage rate buffed from 12/14.9/17.8/20.7 to 16/21/28/35.  For some unknown reason, DAM was nerfed by Starclad between Diplomacy and Rebellion, so I buffed largely to undo this unknown nerf.

Vengeance: The target ship now deals 8%/16%/24%/32% bonus damage for the duration.  This does apply to titans.

DominationDue to various mechanics added in Rebellion that outshine Domination, it has been buffed to have a guaranteed conversion of the target frigate and will also convert 2/3 other nearby frigates if fleet supply for them is available.

Animosity: This ability now synergizes with Ruthlessness for a late-game synergy between underused units.  When the Radiance is within the radius of Ruthlessness, Animosity is amplified to deal a DoT of 8/12/16/20 DPS to afflicted units.  Though this may seem excessive when paired with Malice, consider that at the same point in the game, you will likely have a Coronata or Eradica, both of which have very high damage abilities that work well with malice.  In addition, Animosity now also increases damage dealt to afflicted units by 2%/4%/6%/8%.  Fixed a longstanding bug regarding buff application.

Ruthlessness: now applies a buff to friendly capitals, causing them to deal 8% bonus damage.

Telekinetic Push: Increased range from 4200 to 4200/4700/5200/5700 to help deal with alpha-strike damage as pointed out by the MP community.

Martyrdom: damage increased from 250 to 650 and now stacks infinitely

Unity Mass: base damage reduced from 1000/1500/2000/2500 to 900/1300/1700/2100 and modified to remove 150+2.4/2.6/2.8/3.0 AM per ally nearby.  Also fixed an bug from RR:R 1.3

Fury of the Unity: changed from 10% to 4.5%/9%/13.5% and also added 1%/2%/3% mitigation in culture and increases culture spread rate by 5%/10%/15%

 

-TEC-

Kol Battleship: autocannons now deal anti-light damage and can target strike craft

Adaptive Forcefield:  made passive and nerfed to 3%/11%/19%/27% from 15%/23%/32%/40%

Incendiary Shells: now stacks 2 times instead of 3 and reduces shield regeneration/healing to the afflicted target by 10%/15%/20%/25%

Radiation Bomb: area of effect increased from 1200 at all levels to 1200/1500/1800/2100 and DPS increased from 7/13/18/24 to 8/14/20/26, allowing the Marza to better combat corvette spam

Boarding Party: now converts the ship at 35%/45%/55%/65% health (as per Respawned's modification) and does 10/12/14/16 damage directly to hull.  Capturing results in a 10%/20%/30%/35% hull heal and a 20%/30%/40%/50% shield heal.

Demolition Team: implemented the fix from Fury for the explosion delay.  Stock Rebellion's DT deals damage the moment it is cast rather than when the animation says it should.  The animation and the damage now line up.

Salvage Operations: reduced to 4%/6%/8%/10% from 10%/15%/20%/25% for non-boarded targets and 10%/13.3%/16.7%/20% from 20%/25%/30%/35% for boarded targets.  The string has been changed to accurately reflect that the % is the percentage of the Corsev's health, not the frigate.

Elite Crews: prevents target ship from being disabled from non-ultimate disables

Hardened Defenses: moved to Tier III

Starbase Compartmentalization: moved to Tier V

 

-VASARI-

Kortul Devastator: pulse beams now deal anti-light damage and can target strike craft

Kultorask: forward PM damage increased from 150 per volley to 170

Skarovas Enforcer: damage increased from 103.5 to 113.5

Wave Researchables: now affect the damage output of Pulse Waves

Phase Missile Swarm: increased target count from 4/7/11/14 to 6/8/11/14, leading to more use at lower levels, encouraging players to invest the initial point.

Phase Out Hull: Removed the heal/damage functionality; on friendly units does not disable regen or sublight movement and also increases linear velocity by 300%/455.3%/577.6%/600% and linear acceleration by 550%/766.7%/983.3%/1100%.  Also decreases angular thrust by 25%/45.1%/63%/85.3%.  When used on friendly units, buffed from 6/8/10/12 seconds to 8/10/12/14.  Unchanged duration on enemy units.

Subversion: When used against an enemy planet, now applies buff to neighboring enemy planets as well

Dissever: now applies to capitals, titans, and starbases

Desperation: stacking count changed from 15 to 60, duration changed from 10 at all levels to 10/12/14/16, and cooldown effect reduced to 1%/1.5%/2%/2.5% from 1%/2%/3%/4%, giving the Vorastra better performance in larger battles.  Applies AoE buffs via Phase Missiles and Waves due to the weapon type change of the Vorastra in Rebellion 1.03

Micro Phase Jump: after completion of the jump now increases the Vorastra's rotational thrust by 33%/55.3%/77.6%/100%

Microphasing Aura: buffed from a 20%/30%/30%/35% chance per 4/4/3/3 seconds to a 20%/30%/30%/35% chance per 3/3/2/2 seconds

Regenerative Hulls: Increased regen from 50%/100% to 75%/150% and also gives 2 armor points per level

Energetic Pulse Charging Researchable: 
 now properly buffs damage of Pulse Guns, Pulse Beams, and Pulse Waves

Armor Restoration: moved to empire tree, no longer requires other hull upgrades, requires all trade upgrades, and requires Enemy Relations.

Shared Shield Technology: moved from T6 to T8 and now requires Enemy Relations

Stabilize Phase Space: this ability now has 2 levels with the second level installing a phase drive on the Orkulus

Starbase Mobilization: now requires both levels of Enhanced Tunneling and level 2 Stabilize Phase Space

AbilityPhaseStarbaseSameOrbitbodyDebuff: Orkies around the same star will no longer disable each other.

Jump Destabilization: ships will no longer take damage leaving a gravity well through which an Orky has passed.  Via Yarlen mod.  Also due to the above changes, it now fills the slot ability4 on the Orky, resulting in the player being unable to see it.  It is still applied as normal however.

 

-GENERAL BALANCE-

ANTIHEAVY: now does 160% to HEAVY (up from 150%)

 

Changelog From Previous Version of RR:R (Version 1.6)

  • ANTIHEAVY damagetype now does 160% rather than 150% against HEAVY armor type.  This is to minorly tweak the power of Flak Frigates
  • Fixed a series of bugs with Animosity
  • Reverted the change to GRG.
  • Enforcer damage increased from 103.5 to 113.5
  • Updated for 1.82
  • Support for the DLC packages
  • Removed legacy Yarlen mod
  • Reworked Corsev's first three abilities from my previous fixes for them
  • Fixed a major layout bug with the TEC Loyalist defense tree
Explanation of RR:R V2.02 Changelog

I wanted to update this mod now that the game has gone static.  Flak is also quite powerful.  Argued as OP by some, merely very powerful by others.  As such, a minor increase in the counter strength has been applied.

While I don't like its current state, I don't think GRG needs a change and this mod is about changes that are necessary, not just what I want.

The Enforcer has long been rather inefficient in regards to damage.  As such, a minor damage buff has been applied.

The previous fixes I had for the Corsev didn't really address the fundamental problems which are bug/clarity related.

Boarding Crews is now a guaranteed capture at X% and only affects hull (though does less damage to compensate).  Stock BC is a dice roll as to whether the ship is destroyed or not.  This is due to a race condition with the DoT as discovered by Respawned.  

Demolition Teams was broken due to the fact that it was applying the damage immediately rather than when the animation suggested it should.  This has been fixed.  

Salvage Operations this has been radically nerfed as the percentage of regen is NOT that of the frigate as the infocard suggests.  Instead, the ability actually heals for a percentage of the Corsev's maximum health.  This should help prevent Corsev immortality late-game.

 

2.02

 

Disclaimer and Conclusion

I'm by no means saying that this new iteration is balanced, but I think it has many components which if integrated into the game would help matters significantly.  This is the Rebalanced Races Mod, not the Balanced Races Mod.  If you have suggestions regarding the balance of those above or otherwise included in the mod, feel free to respond in the comments.

128,350 views 137 replies
Reply #51 Top

Quoting gundamlit, reply 50
Some question, if I don't agree some of your modifications, can I bypass it by just ignore that file?

Sorry to be noob, I have no experience of modding...

If you don't like what I did, you can always yank the file.  Just make sure that if it's a custom file (that I had to add to the entity.manifest) that you delete it from there as well.

If you don't mind me asking, which things are you interested in removing?

Quoting Mick6662, reply 51

Quoting Volt_Cruelerz, reply 49Is it possible?  Yes.  Would it take hundreds of man-hours to do?  Yes.  You see, to do what you're suggesting, it would take a massive amount of effort to do it.  Certainly possible, but there's no way I'm doing something that complicated when the devs might implement it into the game code itself with just a couple lines of code.

Eek, had no idea it needed so much work...

Right now, I'm developing a mod with something that complex and a guide for others.  When I finally get done debugging it, I'll post them.  You see, abilities in the game work by the application and removal of buffs from game objects.  Those buffs in turn can apply or remove buffs from themselves or others.  Ultimately, you can actually achieve a level of "buff computing" once you abstract things to a high enough level.  It's like this...

Now, minecraft is more visual than buff chains, but it should give you the idea as far as the complexity goes.  It's not easy.  Possible, yes, but not easy.

Reply #52 Top

So, I have six capships out as VL, and have Shipboard Labs to 4, and... no extra labs from the ships, whatsoever. 

Reply #53 Top

Hmm...  I just double-checked the datafile on my end.  It does indeed say .2 per level.  Weird..  I'll see what happens on my end in the morning..

Reply #54 Top

Quoting Volt_Cruelerz, reply 53
Hmm...  I just double-checked the datafile on my end.  It does indeed say .2 per level.  Weird..  I'll see what happens on my end in the morning..

 

Not being rude, but did you ever test it? In game it just goes 0-0-1-1, by level.  It might not play well with decimals.

 

E: Talking about the tooltip for the tech, as I said, it has no effect ingame.

Reply #55 Top

Anyway to make it so the now passive adaptive forcefield isn't "always running" on the Kol?.  My Kol's now glow green constantly even when idle...Can't even really see the ship.  Or is this a glitch and not as intended?

Reply #56 Top

Quoting Lprsti99, reply 55

Quoting Volt_Cruelerz, reply 53Hmm...  I just double-checked the datafile on my end.  It does indeed say .2 per level.  Weird..  I'll see what happens on my end in the morning..

Not being rude, but did you ever test it? In game it just goes 0-0-1-1, by level.  It might not play well with decimals.

E: Talking about the tooltip for the tech, as I said, it has no effect ingame.

The 0,0,1,1 is because of rounding.  The first two get rounded down, the next two get rounded up.  Very strange though that it has no effect when maxed..  I mean, all sorts of things round on the infocards to integers.  That's expected behavior..  It having no effect isn't...

Quoting AceXMachine, reply 56
Anyway to make it so the now passive adaptive forcefield isn't "always running" on the Kol?.  My Kol's now glow green constantly even when idle...Can't even really see the ship.  Or is this a glitch and not as intended?

I found what you're talking about and changed it on my end.  I'll be sure to have it in the next version.

Right now, my main focus is that there seems to be a crash related to the AL (my guess is the Coronata, but I can't figure out exactly what is causing it until I do a controlled AL vs AL mirror test).  Any help diagnosing this problem will be much appreciated.

Reply #57 Top

Micro Phase Jump: after completion of the jump now increases the Vorastra's rotational thrust by 33%/55.3%/77.6%/100%

Currently Doesn't work

adding

numEntityModifiers 1
entityModifier
    buffEntityModifierType "AngularThrust"
    value
        Level:0 0.330000
        Level:1 0.553000
        Level:2 0.776000
        Level:3 1.000000
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 8.000000
        Level:1 10.000000
        Level:2 12.000000
        Level:3 14.000000

 

to BuffMicroPhaseJumpSelf.entity

 

gives you "AngularThrust" for "TimeElapsed" only so long as you don't perform an action... like.... say... Moving

The moment you move or rotate you loose the buff.

 

Change

isInterruptable TRUE
isChannelling TRUE

to FALSE

 

 

Reply #58 Top

Quoting Volt_Cruelerz, reply 57


I found what you're talking about and changed it on my end.  I'll be sure to have it in the next version.

Right now, my main focus is that there seems to be a crash related to the AL (my guess is the Coronata, but I can't figure out exactly what is causing it until I do a controlled AL vs AL mirror test).  Any help diagnosing this problem will be much appreciated.

Awesome.  For the mean time I have altered the mod on my end (thanks for adding the bintotext/texttobin bat and converter exe!!!) to make it an antimatter use once again, just with drastically increased duration/slightly lower AM cost.  Can't wait for your update.

I will gladly help you track down any bugs if you would like.  If needed you can track me down on any of the email/IM services using this game handle (Hotmail/MSN, Yahoo, Gmail).  Shoot me some details and I will get on it...

Several other things I added to your mod (I will probably seperate them into a seperate mod, but I am to lazy to copy/paste the converter you have into a new folder ;) is increased range and slightly increased damage to defensive structures and greater range to Starbases(TEC and Advent got the bigger range buffs to their starbases due to the obvious lack of need for the Orky since it is mobile) tweaked multiple cooldowns, bursts, etc, tweaked missle speeds slightly for all (defensive structures and starbases where relevant).  Curious what you think of buffing the range of these.  In SP I find it helps greatly with pirates (almost too well...may need to adjust dmg a bit) and it looks like it should be an obvious advantage consider their size and immobility (bugged me that, for example, the TEC gauss emplacement has a bigger "barrel" than any capship but its range AND damage were the same if not less).  Another thing I could not stand is hanger defenses only having 2 squadrons....ALL of them have at least 4 "bays".  Bumped them up to 4, 5 for the Advent.  Set all SBs to start with 2 squadrons.  Advent maintain its edge on number of squadrons per upgrade for most of them and still have the additional upgrade maxing at 28 squadrons I think.  I think this has the benefit of reducing, but not completely nullifying, carrier/SC spam.  I'm new to this stuff so I am basically only getting my feet wet with modifying data/stats in such...Think I am doing pretty well with it tho since I just started yesturday :)  Can't wait to see what else I can do...maybe mod in some multicore support ;) lol

Reply #59 Top

Quoting silencedhawk, reply 58
Micro Phase Jump: 

Change

isInterruptable TRUE
isChannelling TRUE

to FALSE 

Nice catch.  Fixing now and will be in the next release.

Quoting AceXMachine, reply 59

Quoting Volt_Cruelerz, reply 57

I found what you're talking about and changed it on my end.  I'll be sure to have it in the next version.

Right now, my main focus is that there seems to be a crash related to the AL (my guess is the Coronata, but I can't figure out exactly what is causing it until I do a controlled AL vs AL mirror test).  Any help diagnosing this problem will be much appreciated.


Awesome.  For the mean time I have altered the mod on my end (thanks for adding the bintotext/texttobin bat and converter exe!!!) to make it an antimatter use once again, just with drastically increased duration/slightly lower AM cost.  Can't wait for your update.

I will gladly help you track down any bugs if you would like.  If needed you can track me down on any of the email/IM services using this game handle (Hotmail/MSN, Yahoo, Gmail).  Shoot me some details and I will get on it...

Several other things I added to your mod (I will probably seperate them into a seperate mod, but I am to lazy to copy/paste the converter you have into a new folder is increased range and slightly increased damage to defensive structures and greater range to Starbases(TEC and Advent got the bigger range buffs to their starbases due to the obvious lack of need for the Orky since it is mobile) tweaked multiple cooldowns, bursts, etc, tweaked missle speeds slightly for all (defensive structures and starbases where relevant).  Curious what you think of buffing the range of these.  In SP I find it helps greatly with pirates (almost too well...may need to adjust dmg a bit) and it looks like it should be an obvious advantage consider their size and immobility (bugged me that, for example, the TEC gauss emplacement has a bigger "barrel" than any capship but its range AND damage were the same if not less).  Another thing I could not stand is hanger defenses only having 2 squadrons....ALL of them have at least 4 "bays".  Bumped them up to 4, 5 for the Advent.  Set all SBs to start with 2 squadrons.  Advent maintain its edge on number of squadrons per upgrade for most of them and still have the additional upgrade maxing at 28 squadrons I think.  I think this has the benefit of reducing, but not completely nullifying, carrier/SC spam.  I'm new to this stuff so I am basically only getting my feet wet with modifying data/stats in such...Think I am doing pretty well with it tho since I just started yesturday   Can't wait to see what else I can do...maybe mod in some multicore support lol

Just playing mirror matches with the AL should help.  It also might have to do with the Revelation.

As for increasing the range, it will drastically help against the AI because you're making starbases outrange the things that are supposed to outrange them.  Orgovs and Adjudicators are supposed to outrange Argonev and Transcencia starbases (technically the Orky too, but it can move, so..) and increasing the range on starbases means that their counters can no longer freely bombard as they could before.

If you buffed the number of squads in hangar squadrons, make sure to increase their cost and tactical slots, else they'll be horribly OP compared to static turrets.  What you're talking about isn't going to do anything about carrier spam.  Critical mass will still kill on alpha strike as your fighter squads simply won't be enough to kill them before they get a couple passes in.

As for multicore support, I hope you're not serious because doing that isn't possible.

Reply #60 Top

Quoting Volt_Cruelerz, reply 60


Just playing mirror matches with the AL should help.  It also might have to do with the Revelation.

I'm not familiar with the term "mirror matches" and can't quite guess what you mean.  Playing against someone who is also AL or what? Sorry for being dense...

Quoting Volt_Cruelerz, reply 60


As for increasing the range, it will drastically help against the AI because you're making starbases outrange the things that are supposed to outrange them.  Orgovs and Adjudicators are supposed to outrange Argonev and Transcencia starbases (technically the Orky too, but it can move, so..) and increasing the range on starbases means that their counters can no longer freely bombard as they could before.

I'm working on a balancing solution to this.  I want to make it so that long range artillery units will outrange all but the missles of the SB.  I've never liked the strategy of "phase in 5 gazillion orgovs with no support fleet to annihilate starbase".  This will allow the starbase to fight off a small-moderate amount of orgovs/adjucators by themselves (or heaven forbid, a lone one that got lost/separated from his parents).  Will try to fine tune this and see how it works.


Quoting Volt_Cruelerz, reply 60

If you buffed the number of squads in hangar squadrons, make sure to increase their cost and tactical slots, else they'll be horribly OP compared to static turrets.  What you're talking about isn't going to do anything about carrier spam.  Critical mass will still kill on alpha strike as your fighter squads simply won't be enough to kill them before they get a couple passes in.

True, but I'm thinking more in the early-mid game.  By the time you can field enough carriers to get structure kills on a single or couple passes...well, its your fault for letting them get there in the first place lol.  I'm kinda torn on what to do about increasing their cost/slots.  I guess since i doubled their loadout (which in my opinion was too low to begin with) I could make them cost 2 extra tac slots and figure out a resource/money cost increase.  Or maybe reduce SC dps slightly..just enough to balance it back out.  Just need to do some math to see at what point does DPS favor one or the other.  Hangers require research so that should get at least a small advantage there (before defensive upgrades like beam synergy or meson cannon/missle launcher etc)


Quoting Volt_Cruelerz, reply 60

As for multicore support, I hope you're not serious because doing that isn't possible.

lol, i guess i should have added "jk" to that....thought it was obvious though that I was not serious...wish it were possible tho! 

Speaking of multi/single cores, I have a Athlon FX-57 box that I think (hope) only needs a new PSU.  I wonder how that would do with SoaSE:R.  I believe it was one of the fastest single core procs made before dual core became the norm.  Downside is that it has an older Nvidia 8800 GTS 512MB Card...Wonder how that will do as well.  Also only 2GB of RAM...I guess I could have 2 more sticks to bump it up to 4GB.  Anyone ever reported on better performance with an older/faster clocked single core CPU?

Reply #61 Top

Quoting AceXMachine, reply 61

Quoting Volt_Cruelerz, reply 60

Just playing mirror matches with the AL should help.  It also might have to do with the Revelation.

I'm not familiar with the term "mirror matches" and can't quite guess what you mean.  Playing against someone who is also AL or what? Sorry for being dense...

A mirror match is indeed a matchup against the same side.  Term comes from fighting games, where if two people picked the same character, it looked like the character was facing a mirror.

Reply #62 Top

Quoting Lprsti99, reply 62


A mirror match is indeed a matchup against the same side.  Term comes from fighting games, where if two people picked the same character, it looked like the character was facing a mirror.

 

I figured it was that but wasn't sure.  Thanks for the clarification.  One of these days I will have to play an MP game (shhh, don't tell DirtySanchezzz)

Reply #63 Top

I made an ability Aura for Nano weapon jammer, Shield generator and Antimatter recharger that increases weapon range of structures near it.

 

Suddenly Point defense becomes hideously OP :)  nice for huge comp stomp fleets

Reply #64 Top

Uhg, now I am getting a minidump at the same point on one particular game.  Is there a way to open MDMP in text to see what may have gone wrong? Advent Loyalist is one of the AI players so it may have something to do with them..

Edit: starting a new game, 2v2v1 with me and my ally as AL to see if I can track this down

Reply #65 Top

Quoting AceXMachine, reply 65
Uhg, now I am getting a minidump at the same point on one particular game.  Is there a way to open MDMP in text to see what may have gone wrong? Advent Loyalist is one of the AI players so it may have something to do with them..

Edit: starting a new game, 2v2v1 with me and my ally as AL to see if I can track this down

If you can nail it down to something else, go ahead.  The AL are just my best guess because every time I've MD'd, I've been playing AL.  The minidumps I've gotten, I've gotten consistently at certain points so I guarantee that it's a replicable thing.  Just need to figure out what exactly is causing it...

Reply #66 Top

Ok, have a clue.  I had a crash occur at the exact moment I wiped out a Pirate base/planet.  I did it in my allies system.  Here are the specifics.  I cleared the pirate base in my star system with just my titan, progenitor and some crusaders, guardians, illuminators, disciples and corvettes and it did not crash.  But when I attacked the Pirate base in my allies star system I had a fleet consisting of nearly everything except adjucators(which I rarely use) and that other support ship I hadn't researched yet.  I had a diverse fleet of capitals.  This may not be specific to the Pirate base either, just happened to be the first planet I attacked in my Allies system fleet after rejoining my entire fleet.  It does not appear to be the Coronata, or at least I don't see how...Where to go from here?  Gonna replay from last save and see if maybe your modded Clairvoyance has something to do with it.

Edit: reloaded last save, turned autocast off for Clairvoyance and Colonize for those respective ships and got no crash.  However, I made a new save when the Pirate base was near destruction and turning those back on did not produce the crash.  reloading original autosave and will leave them on and see if it is reproducable.

Edit Dos: Ok, this is frustrating.  After getting it to crash the first 2-3 times upon wiping out the Pirate base when I wasn't really looking for the issue, now that I am looking for a possible cause it won't crash using the same save....talk about maddening. 

Edit Tres: I don't know.  Couldn't reproduce so I kept playing and it crashed again while in the middle of chasing down and enemy in my ally's territory that was jumping. 

Would playing with the dev exe give any better idea?

Reply #67 Top

I downloaded the mod earlier, very much liking the changes so far. One note, and I'm not sure if this is a universal thing, but I was getting a crash/minidump whenever I tried to load the mod. The problem was in the RESEARCHSUBJECT_FURY_OF_THE_UNITY.entity file. It looks like you changed this tech to work both in and out of culture but forgot to define the weapon constraints as that kind of float modifier requires. In this case it would be "Invalid". Example:

researchModifier
modifierType "WeaponDamageAdjustment"
baseValue 0.000000
perLevelValue 0.150000
linkedWeaponClass "Invalid"

Maybe I got a borked download or something. Just thought I'd let you know.

Reply #68 Top

I can also confirm that Shipboard Labs is borked.  Even with all 4 research upgrades and 14 cap ships I still have no more labs.

Reply #69 Top

Quoting JJBuck2, reply 68
I downloaded the mod earlier, very much liking the changes so far. One note, and I'm not sure if this is a universal thing, but I was getting a crash/minidump whenever I tried to load the mod. The problem was in the RESEARCHSUBJECT_FURY_OF_THE_UNITY.entity file. It looks like you changed this tech to work both in and out of culture but forgot to define the weapon constraints as that kind of float modifier requires. In this case it would be "Invalid". Example:

researchModifier
modifierType "WeaponDamageAdjustment"
baseValue 0.000000
perLevelValue 0.150000
linkedWeaponClass "Invalid"

Maybe I got a borked download or something. Just thought I'd let you know.

Doesn't cause crashes on my end...

Quoting AceXMachine, reply 69
I can also confirm that Shipboard Labs is borked.  Even with all 4 research upgrades and 14 cap ships I still have no more labs.

Yeah, I'm probably going to have to just make it 1 lab next patch because it doesn't handle decimals at all.

Reply #70 Top

Quoting Volt_Cruelerz, reply 70

Yeah, I'm probably going to have to just make it 1 lab next patch because it doesn't handle decimals at all.

Well maybe make it more expensive then since it makes no sense to have multiple upgrades?  It was a good idea tho....

Reply #71 Top

Volt, have a request/suggestion.  I love that you have made one of the cap ships for each faction have anti SC weapons.  However, for the Vasari, I was thinking that the Evacuator would be a better fit for this role as it has allready has fast "light" beam (very similiar to that of the Vasari titans that also target SC).  Just looks odd with the Devastator's huge beam knocking out SC.  Just an idea...

Reply #72 Top

Quoting AceXMachine, reply 72
Volt, have a request/suggestion.  I love that you have made one of the cap ships for each faction have anti SC weapons.  However, for the Vasari, I was thinking that the Evacuator would be a better fit for this role as it has allready has fast "light" beam (very similiar to that of the Vasari titans that also target SC).  Just looks odd with the Devastator's huge beam knocking out SC.  Just an idea...

Kortul is also the only battleship that doesn't need any help. Of course the Evacuator is pretty good too, though the only other choice, the Antorak, really doesn't have its beams set up for anti strike craft.

Reply #73 Top

Quoting AceXMachine, reply 72
Volt, have a request/suggestion.  I love that you have made one of the cap ships for each faction have anti SC weapons.  However, for the Vasari, I was thinking that the Evacuator would be a better fit for this role as it has allready has fast "light" beam (very similiar to that of the Vasari titans that also target SC).  Just looks odd with the Devastator's huge beam knocking out SC.  Just an idea...

If it were put on the Jarrasul, it would make the Vasari build very few other types of capitals early-game.  The balance I've achieved at this point IMO is pretty good.

Quoting GoaFan77, reply 73
Kortul is also the only battleship that doesn't need any help. Of course the Evacuator is pretty good too, though the only other choice, the Antorak, really doesn't have its beams set up for anti strike craft.

The Kortul didn't need the love, but it makes more sense for this buff to be on it than the Jarrasul or Antorak IMO and I really wanted to establish a standard for battleships.

Reply #74 Top

I get minidumps as well with this mod after a few hours of play. Two different maps each resulted in the same thing after 4+ hours into it. Unavoidable and always happens. Save files will also not load if I disable the mod.

Reply #75 Top

Quoting Volt_Cruelerz, reply 74

If it were put on the Jarrasul, it would make the Vasari build very few other types of capitals early-game.  The balance I've achieved at this point IMO is pretty good.

*sigh* You are right of course, and I expected that response.  Just looks so damned odd with the size of the beam vs the SC.  Its like lighting a cigar with a flame thrower.  I will endeavor to find a solution that includes the Kortul.  Modding 102, here I come lol