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.

128,380 views 137 replies
Reply #101 Top

btw, updated OP.  Here is the new component:

Future Plans: With the changes in 1.03 (yay!), a lot of my changes will go away.  After a brainstorming conversation with Carbon, we managed to come up with a few things that'll be coming and we're both really happy with:

  • GRG Buff: The plan is to make GRG penetrate through targets and disable regeneration on them.  To compensate, AM cost will be increased and AFF will likely be nerfed slightly.
  • The three late-game defense techs (Twin Fortresses, Compartmentalization, and the other thing in that research line) are going to get changed so as to be tier 3-5-8 so as to give the TL some bonuses earlier.
  • Incendiary Shells will be nerfed slightly but will debuff the target so as to cause reduced healing.
Reply #102 Top

version 1.4 released.

Reply #103 Top

Quoting Volt_Cruelerz, reply 101
btw, updated OP.  Here is the new component:

Future Plans: With the changes in 1.03 (yay!), a lot of my changes will go away.  After a brainstorming conversation with Carbon, we managed to come up with a few things that'll be coming and we're both really happy with:


GRG Buff: The plan is to make GRG penetrate through targets and disable regeneration on them.  To compensate, AM cost will be increased and AFF will likely be nerfed slightly.
The three late-game defense techs (Twin Fortresses, Compartmentalization, and the other thing in that research line) are going to get changed so as to be tier 3-5-8 so as to give the TL some bonuses earlier.
Incendiary Shells will be nerfed slightly but will debuff the target so as to cause reduced healing.

 

 

:thumbsup:

 

I got some more wherever your ready to handle our deep thought provoking conversations again.  ;P

Reply #104 Top

Volt_Cruelerz, can you change the starfish to also target Titans?

Maybe that can made the advent a little better? XD

Reply #105 Top

They way it's set up, they can either attack anything or just structures.  There is no way to add in titans as well without adding everything else.

Reply #106 Top

AbilityRepossession is crashing my game used on neutral worlds.

 

think the only way round it is to make 3 buffs

AbilityRepossession targets both >

BuffReposessionOwnerOrEnemy(need to make) has 2x instant actions with

1= ApplyBuffToLocalOrbitBody targetFilter "NoOwner""IsColonizable" > BuffColonize(need to make)

2= ApplyBuffToLocalOrbitBody targetFilter "Enemy" > BuffRepossessionTarget

 

 

Reply #107 Top

After looking into the problem, it appears that there's no actual way to accomplish what I was going for which was something that could colonize any planet even if it had bombardment radiation.  As such, the next version will simply have the change to Repossession removed.

Reply #108 Top

Incorporated some changes to the Antorak and threw in Yarlen's hotfix mod.

Reply #109 Top

Some interesting changes in this version.  I personally really like the changes here with my favorite of course being the change to Starbase Mobilization.

Reply #110 Top

Fixed the startup crash.

Reply #111 Top

Another mod to check out.  Nice looking so far Volt.   Great work--now do more. ;)

Reply #112 Top

Quoting Sinperium, reply 112
Another mod to check out.  Nice looking so far Volt.   Great work--now do more.

What would you suggest lol?

Reply #113 Top

Quoting Volt_Cruelerz, reply 108
something that could colonize any planet even if it had bombardment radiation.

 

hmm I was thinking you could use instantActionTriggerType "OnCondition" for Colonize and removing the Debuff

instantAction
    buffInstantActionType "RemoveBuffOfType"
    instantActionTriggerType "OnCondition"
    instantActionConditionType "IfOwnerHasBuff"
    conditionBuffType "BuffCannonShellTech"
    conditionBuffShortName ""

buffTypeToRemove "BuffCannonShellTech"

 

and follow it up with a Delayed Colonize

and follow that up with the Default Reposession (if the planet is already taken/hostile)

Reply #114 Top

Really what you'd have to do would be allow application to any planet.  Attempt to remove the Nova's uncolonizable buff.  If NoOwner, perform Colonization with the constaint isColonizable.  If Enemy, ChangePlayerIndexToLastSpawner.

Reply #115 Top

Any chance of a nerf for Wail?  Vasari jumping starbases probably need a big nerf of some sort.

Reply #116 Top

Quoting DirtySanchezz, reply 116
Vasari jumping starbases probably need a big nerf of some sort.

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

Reply #117 Top

Might look into this...though I saw that it may not work well with other mods. (waiting on an update from the other one I'm using anyways) I hope the devs take in the Starbase and DE changes here. :p

I didn't see it in the first post, but was there anything done with that stupid TEC cannon? >.>

I mean its great and all, but its kinda irritating when you just colonize a planet and get bombed yet again, making it pointless to even try again.

Reply #118 Top

Quoting DirtySanchezz, reply 116
Any chance of a nerf for Wail?  Vasari jumping starbases probably need a big nerf of some sort.

I'll consider it, but it won't be just a nerf probably.  It'll probably be an outright rework.  If you have any ideas as to how you believe this should best be done, I'm open to suggestions.

Regarding Orkulus Rex, this mod hasn't been updated for 1.03, so it required players to have 15 labs, both tunneling researches, and two levels of jump stabilization, making it both super-lategame and limiting the power of the SB.

Quoting BellGoRiiing, reply 118
Might look into this...though I saw that it may not work well with other mods. (waiting on an update from the other one I'm using anyways) I hope the devs take in the Starbase and DE changes here. 

I didn't see it in the first post, but was there anything done with that stupid TEC cannon? >.>

I mean its great and all, but its kinda irritating when you just colonize a planet and get bombed yet again, making it pointless to even try again.

Just build a starbase on critical planets with Auxiliary Government or your race's equivalent.

Reply #119 Top

Maybe permanently decrease the culture rate of nearby planets? (and I guess SOME damage to ships and all, but I kinda figured it could damage culture instead)

EDIT: Will this work with Rebellion's 1.04 update? >.>

Reply #120 Top

Hey here is a positive idea... put your mod up on moddb. The sins forum has sucked for years. But PLEASE put the download link for your v1.61 at the top of your posting on moddb and tell us what version of rebellion it is for. DON'T say..."for the latest version of rebellion".

Reply #121 Top

Quoting Mike_Snyder, reply 121
ALSO, where is your damn link to your v 1.61 anyways??? That link should be in the first paragraph you talk about your mod or the link should be the second paragraph period!!

He can place the link wherever he feels like it, and is under no obligation to your or anyone else to post it somewhere else.

Quoting Mike_Snyder, reply 121
Sins Rebellion is only at v 1.04.... so where the hell do u get to "v 1.61"? Please get a damn clue about how to do standardized things, like nomenclature. If you need to make multiple updates to your mod during the life or a particular version of a game, then say if the game version is 1.031.... you would use v1.031a or 1.031b. THAT is the correct way to signify a version of anything. THAT way we all know what version u have goes with whatever version we have. It's been done that way for a very long time.

There's no reason for him to tie his version number to Rebellion's version number since they're two separate items.  If he says Rebalanced Races is at version 1.61, it is at version 1.61 and you'll just have to deal with it.

Quoting Mike_Snyder, reply 121
You could at the very damn least tell us CLEARLY what version of rebellion your 1.6 whatever does work with. OH and saying "the latest version" is asinine and damn immature at best!

Considering at the top of the changelog for version 1.6 it clearly states that its changes are what's different from 1.03, I'm pretty sure the current version of Rebalanced Races is for 1.03/1.031.

Quoting Mike_Snyder, reply 121
Maybe you should ask Zombie Rus how to write the nomenclature for your next mod so everyone will know what version of rebellion it is for. This is NOT an oversight. this is bad. it makes you look like ur unprofessional and while i read what you wrote about your excellent sounding mod, i didn't get the idea that you were anything but a professional.

Writing a multi-paragraph diatribe laced with liberal use of poor grammar gives you very little grounds to accuse someone else of being unprofessional.  As a modder I find his post well-organized and written very well, much better than your post in fact.

Reply #122 Top

Snyder, if you'd actually read at all, you'd notice in extra large, underlined, bolded print it says 1.03. #:(  Maybe you should actually read because as you said, it isn't an oversight, leastways not by me.  I did mention it.  You apparently are blind or jump to raging conclusions very rapidly.

 

And regarding versions, ha.  Versions are arbitrary numbers and the fact is, because many versions of the mod can actually go across versions of the game, there is no need to specify with precision.  The most updated version runs with 1.03.  I have not actively updated for 1.04.  In all likelihood, most if not all features will still function.  Because I haven't had time to test this, I do not officially support 1.04.  All my free time right now is devoted to developing another video game's final major update patch.  After we release that (and hotfix anything that crops up), I'll probably come back to Sins to work on this and update it for 1.04 or whatever we have then.  

For the record, because 1.6 had a terrible crash, I removed it from the list so that players can no longer download it (for their benefit).  1.6 the download is indeed 1.61.  Also, nowhere in my post do I say "for the latest version."  I don't know where you got that idea.

 

Regarding the structure of my post, sticking my downloads at the front would be silly.  First off, I simply explain what the purpose of the mod is.  It is a balance mod, something that any person wishing to download it for that purpose should make sure they generally agree with.  I also put credits up towards the top out of respect for those whose work I have used, though perhaps you don't understand that word..

Following this, I have the changelog from the version it is designed for (1.03).  If someone is looking to use a balance mod, they'd better make sure they like the changes first.  This is why downloads are last.  I want people to see everything else BEFORE downloading.  I don't want people to waste their time downloading something and not understanding what it does.

 

I may go to moddb some day, but once again, that is time that I don't have now.  Just as then, I'll put my supported version number as whatever I had updated it for.  This only helps however if people actually, you know, read.  :rolleyes:

Reply #123 Top

Quoting Volt_Cruelerz, reply 123
I may go to moddb some day, but once again, that is time that I don't have now. Just as then, I'll put my supported version number as whatever I had updated it for. This only helps however if people actually, you know, read.

It's overrated. I'm only glad I switched because I can run my own forum section for things like bugs and post articles about future content. For a smallish project like this its probably overkill, and you have to deal with strict formatting requirements and time delays for upload authorization.

Quoting Mike_Snyder, reply 121
The sins forum has sucked for years.

The modding community here is actually one of the best I've seen, as far as developers are concerned. Maybe its not flashy for the consumers, but in terms of developers helping each other its been fantastic the last few years.

Reply #124 Top

Finally remember that guy. He hit our thread on DS as well. I am amazed he is/was around.

Reply #125 Top

The move to moddb had more to do with another mod I was working on that was significantly larger than RR:R, though I figured if I set that up, I may as well do this as well.  Of course, that mod is incomplete as well, so..