BFroberg BFroberg

Superweapons off-switch

Superweapons off-switch

They need to go.

Right, so it may just be me - but I feel like the AI is drastically over-exploiting the super-weapon abilities. I'm very good at keeping the AI out of my space, which usually results in only my border-planets being probed, as such these planets are subject of relentless super-weapon strikes, and I have to keep rebuilding them as a result. More often than not, I can select it for rebuild and it'll be destroyed again a few seconds later.

With large games where you need to focus your efforts on one AI at a time, it can become incredibly frustrating.

Since the super-weapons are ludicrously powerful to begin with, and the audio that triggers whenever one is used is annoying too - I would greatly appreciate the ability to disable the superweapon structures altogether.


Am I alone in this?

87,454 views 83 replies
Reply #51 Top

I like idea of Superweapons off-switch.

Reply #52 Top

Superweapons are now capped at 4 per player. Like it or not, a switch wil most likely never be implemented.

Reply #53 Top

In theory, couldnt you mod the game to make the max count of superweapons 0, effectively turning begin the requested off switch?

Reply #54 Top

Teun; I did not know that change had been implemented. That's great. That also means that, as jkmaster points out, you can probably mod your way ouf of them entirely.

Reply #55 Top

Quoting BFroberg, reply 54
Teun; I did not know that change had been implemented. That's great. That also means that, as jkmaster points out, you can probably mod your way ouf of them entirely.
Unfortunately the limit is hardcoded, which means no modder can change the number used in the game. So it is highly unlikely a mod will be made in which superweapons are not buildable using the hardcoded variable.

There is a less attractive option though: Removing the superweapon entity files and changing the corresponding files so the superweapon doesn't even show up in the tech tree. It wouldn't be as pretty as a switch or using the hardcoded modifier but it would remove the superweapons from the game completely regardless.

Reply #56 Top

Aye, but four superweapons I can deal with. It's when the AI has 15 planets doing continual bombardments that I get angry. ;)

Reply #57 Top

To quote Volt about this from another thread.

Quoting Volt_Cruelerz, reply 2
2. Yes you can.  It's near the top of the Gameplay.constants file.

Its the maxNumberOfCannonsPerPlayer modifier that controls the superweapon limit.

Reply #58 Top

I just find it interesting that the AI preferentially targets me, even when I've got a 5.x relationship with them (they had a 3.8ish with me, so I couldn't treaty them), and am in a different system. I had two different TEC players shooting down my planets, one of which had no planets in my system, and vice-versa.

Seriously, played on a huge random and the planet bombardment damage I took was about 3x as much as the next highest enemy, and all of that was from novaliths, the only time my planets ever got sieged a ship was once or twice by random rebels before I put up some defenses.

On the other side of things, I never saw any of the Varasi or Advent players use a superweapon, though I think I saw one advent superweapon.

This was in a huge-random match vs 9 hard AI.

Reply #59 Top

Just wondering: has any modder made a small mod just to turn the superweapon limit to zero (or use another way to turn off superweapons, such as making them into something else)?

Reply #61 Top

Where does all this superweapon hatred come from? X(

Reply #62 Top

Quoting BFroberg, reply 57
Aye, but four superweapons I can deal with. It's when the AI has 15 planets doing continual bombardments that I get angry.

 

In my mod I  converted all of the Super Weapons in to Ion Cannons.  Awesome Heavy weapons that do mass damg kind of like the Snipe weapon on the Titan.  Have great range and are for inner planet protection.  but they are not so over powered that you cant kill them either.  My way works the best.

Reply #63 Top

Where is the download link for your mod, Darksxx?

Reply #64 Top

There is none, Ive kept this mod pretty much to myself and my friends.  Ive made other changes to the game too that many here would probably not like very much.  like tougher and more over powered Capships.  along with many other changes.  but I have balanced my mod out across all races so its not uneven in any way. One of the things that has always bothered me and my friends is a capship pounding on a frigate for several mins.  that's just nonsense. which is why I made this mod.

But if you want my mod, I can send it to ya by email,  its not that big.  let me know.

Reply #65 Top

And while your at it, stick a 'no ********* super-weapons' switch into Diplomacy as well. :p

Reply #66 Top

Either this or have the limit to one...because the AI just spams them everywhere and what's worse is that they CONTINUOUSLY attack my planet non-stop to the point where its pointless to even try to colonize, by the time I do, it gets bombed again. And I've noticed glitches with Kostura's effect after getting bombed by them a bunch of times. (having stuff like labs and "culture towers" getting disabled permanently, it doesn't happen when you get hit like once. But multiple times and I start to notice that I have to scuttle and rebuild to get them working again)

Reply #67 Top

I guess, Ill have to upload the mod for you guys to try out.  I personally hate the planet killing which is why I made this mod to begin with.  Entirely up to you all if you use it or not.  I can make my mod with just the Ion cannons only.  This is pretty much the off switch many seem to be looking for.

Reply #69 Top

Quoting BellGoRiiing, reply 67
Either this or have the limit to one...because the AI just spams them everywhere and what's worse is that they CONTINUOUSLY attack my planet non-stop to the point where its pointless to even try to colonize, by the time I do, it gets bombed again. And I've noticed glitches with Kostura's effect after getting bombed by them a bunch of times. (having stuff like labs and "culture towers" getting disabled permanently, it doesn't happen when you get hit like once. But multiple times and I start to notice that I have to scuttle and rebuild to get them working again)

Really?? limiting superweapons to 1 would make the Nova and the Engine even more useless than they r with 4. The only superweapon that is useful is the Kostura and it is only usefull cuz it can open a phase node on the worlds it hits. And if u send a dozen or so scouts with explosive charge to the where ever the superweaons are at u can easily destroy them. IMO either the superweapon limit is removed or the Nova and Engine gets a buff.

Reply #70 Top

Darksxx, I think it would be great if you made a smaller mod with just the superweapons being turned into ion cannons.

Is the cannon particle effect and damage the same for all races?

Reply #71 Top

Quoting martox1, reply 70

Quoting BellGoRiiing, reply 67Either this or have the limit to one...because the AI just spams them everywhere and what's worse is that they CONTINUOUSLY attack my planet non-stop to the point where its pointless to even try to colonize, by the time I do, it gets bombed again. And I've noticed glitches with Kostura's effect after getting bombed by them a bunch of times. (having stuff like labs and "culture towers" getting disabled permanently, it doesn't happen when you get hit like once. But multiple times and I start to notice that I have to scuttle and rebuild to get them working again)

Really?? limiting superweapons to 1 would make the Nova and the Engine even more useless than they r with 4. The only superweapon that is useful is the Kostura and it is only usefull cuz it can open a phase node on the worlds it hits. And if u send a dozen or so scouts with explosive charge to the where ever the superweaons are at u can easily destroy them. IMO either the superweapon limit is removed or the Nova and Engine gets a buff.
Nova doesn't need a buff, it can already take out moons and asteroids in one hit (which can be annoying since most artifacts can be found there). Engine can use one, but it can be useful if you know how to use it. It makes things easier and faster for me to take over hostile worlds. Otherwise I would have to sit around and wait around until the enemy's culture SLOOOOWLY decrease.

Reply #72 Top

Quoting Ibnpatuta, reply 71
Darksxx, I think it would be great if you made a smaller mod with just the superweapons being turned into ion cannons.

Is the cannon particle effect and damage the same for all races?

 

Exctly the Same dmg, except they have a differant look when firing and are named differantly.

 

Like this.

 

TEC - Ion Cannon - Does 2450 Dmg per shot.  it might sound like a lot, but it usually will take two shots to kill a frigate.

This is how you will see it worded in the game.

"A defensive platform that fires large Ion plasma bolts causing heavy damage to enemy ships at long range."

Psi - Psionic Plasma Bolt Cannon -  Same Dmg 2450

Phase - Kostura Energy Bolt Cannon - 2450 Dmg

Each of the Cannons are capable of hitting targets within a gravity well of each planet where they are built.

I did not change how they are in the research tree.  all of this is still the same.

 

Ill get this uploaded by later today.

Reply #73 Top

Quoting BellGoRiiing, reply 72

Quoting martox1, reply 70
Quoting BellGoRiiing, reply 67Either this or have the limit to one...because the AI just spams them everywhere and what's worse is that they CONTINUOUSLY attack my planet non-stop to the point where its pointless to even try to colonize, by the time I do, it gets bombed again. And I've noticed glitches with Kostura's effect after getting bombed by them a bunch of times. (having stuff like labs and "culture towers" getting disabled permanently, it doesn't happen when you get hit like once. But multiple times and I start to notice that I have to scuttle and rebuild to get them working again)

Really?? limiting superweapons to 1 would make the Nova and the Engine even more useless than they r with 4. The only superweapon that is useful is the Kostura and it is only usefull cuz it can open a phase node on the worlds it hits. And if u send a dozen or so scouts with explosive charge to the where ever the superweaons are at u can easily destroy them. IMO either the superweapon limit is removed or the Nova and Engine gets a buff.Nova doesn't need a buff, it can already take out moons and asteroids in one hit (which can be annoying since most artifacts can be found there). Engine can use one, but it can be useful if you know how to use it. It makes things easier and faster for me to take over hostile worlds. Otherwise I would have to sit around and wait around until the enemy's culture SLOOOOWLY decrease.

They both need a buff, the nova is easily countered with a sb and aux gov and once those come out the econ debuff aint nothing against the AI. When i build superweapons I want it to be effective and not a complete waste of resources and atm the Kostura is the only one that is not a waste to build so they both the Nova and the Engine needs a buff to be on par with the Kostura

Reply #74 Top

Quoting martox1, reply 74

Quoting BellGoRiiing, reply 72
Quoting martox1, reply 70
Quoting BellGoRiiing, reply 67Either this or have the limit to one...because the AI just spams them everywhere and what's worse is that they CONTINUOUSLY attack my planet non-stop to the point where its pointless to even try to colonize, by the time I do, it gets bombed again. And I've noticed glitches with Kostura's effect after getting bombed by them a bunch of times. (having stuff like labs and "culture towers" getting disabled permanently, it doesn't happen when you get hit like once. But multiple times and I start to notice that I have to scuttle and rebuild to get them working again)

Really?? limiting superweapons to 1 would make the Nova and the Engine even more useless than they r with 4. The only superweapon that is useful is the Kostura and it is only usefull cuz it can open a phase node on the worlds it hits. And if u send a dozen or so scouts with explosive charge to the where ever the superweaons are at u can easily destroy them. IMO either the superweapon limit is removed or the Nova and Engine gets a buff.Nova doesn't need a buff, it can already take out moons and asteroids in one hit (which can be annoying since most artifacts can be found there). Engine can use one, but it can be useful if you know how to use it. It makes things easier and faster for me to take over hostile worlds. Otherwise I would have to sit around and wait around until the enemy's culture SLOOOOWLY decrease.

They both need a buff, the nova is easily countered with a sb and aux gov and once those come out the econ debuff aint nothing against the AI. When i build superweapons I want it to be effective and not a complete waste of resources and atm the Kostura is the only one that is not a waste to build so they both the Nova and the Engine needs a buff to be on par with the Kostura

Nova is worth it against the AI. So is Kostura. Only the DE isn't worth a lot in building.

Reply #75 Top

The AI builds sb with aux gov so and nova wont cuz them to lose the world and with the AI econ cheats the econ debuff from the Nova doesnt rly affect them much