Better Invasion Experience

Hi everybody,

since I (and a lot of others) am very unhappy with the current invasion mechanics I used my christmas vacation to play around a bit with InvasionStyleDefs.xml and fiddled with the numbers so that invasion is not so easy anymore (tested with conventional and information warfare; but the rest should go in the same direction).

I don't want to bother with creating an account on Nexus or something like that, so here is just the changed content of said file for everybody who is interested:

Code: xml
  1. <?xml version="1.0" encoding="utf-8" standalone="yes" ?>
  2. <InvasionStyleList
  3. xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
  4. xsi:noNamespaceSchemaLocation="../Schema/InvasionStyleDefs.xsd">
  5.   <InvasionStyle>
  6.         <InternalName>ConventionalWarfare</InternalName>
  7.     <Title>CONVENTIONAL_WARFARE_TITLE</Title>
  8.     <Description>CONVENTIONAL_WARFARE_DESCRIPTION</Description>
  9.     <ImmunityStat>IsImmuneToInvasion0</ImmunityStat>
  10.     <ImmunityDescription>IsImmuneToInvasion0_Label</ImmunityDescription>
  11.     <Cost>0</Cost>    
  12.     <DefenseMod>0.0</DefenseMod>
  13.     <ResistanceMod>0.0</ResistanceMod>
  14.     <SoldieringMod>0.0</SoldieringMod>
  15.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  16.     <InvaderCasualtyMax>1.0</InvaderCasualtyMax>
  17.     <DefenderCasualtyMin>0.4</DefenderCasualtyMin>
  18.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  19.     <ImprovementDamageThreshold>0.95</ImprovementDamageThreshold>
  20.     <SurfaceDamageThreshold>0.99</SurfaceDamageThreshold>
  21.   </InvasionStyle>
  22.   <InvasionStyle>
  23.     <InternalName>InformationWarfare</InternalName>
  24.     <Title>INFORMATION_WARFARE_TITLE</Title>
  25.     <Description>INFORMATION_WARFARE_DESCRIPTION</Description>
  26.     <Prerequ>
  27.       <Techs>
  28.         <Option>InvasionOptimization2</Option>
  29.       </Techs>
  30.     </Prerequ>
  31.     <ImmunityStat>IsImmuneToInvasion1</ImmunityStat>
  32.     <ImmunityDescription>IsImmuneToInvasion1_Label</ImmunityDescription>
  33.     <Cost>1000</Cost>
  34.     <DefenseMod>-0.25</DefenseMod>
  35.     <ResistanceMod>-0.25</ResistanceMod>
  36.     <SoldieringMod>0.0</SoldieringMod>
  37.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  38.     <InvaderCasualtyMax>0.5</InvaderCasualtyMax>
  39.     <DefenderCasualtyMin>0.1</DefenderCasualtyMin>
  40.     <DefenderCasualtyMax>0.25</DefenderCasualtyMax>
  41.     <ImprovementDamageThreshold>1.0</ImprovementDamageThreshold>
  42.     <SurfaceDamageThreshold>1.0</SurfaceDamageThreshold>
  43.   </InvasionStyle>
  44.   <InvasionStyle>
  45.     <InternalName>BiologicalWarfare</InternalName>
  46.     <Title>BIOLOGICAL_WARFARE_TITLE</Title>
  47.     <Description>BIOLOGICAL_WARFARE_DESCRIPTION</Description>
  48.     <Prerequ>
  49.       <Techs>
  50.         <Option>InvasionOptimization3</Option>
  51.       </Techs>
  52.     </Prerequ>
  53.     <ImmunityStat>IsImmuneToInvasion2</ImmunityStat>
  54.     <ImmunityDescription>IsImmuneToInvasion2_Label</ImmunityDescription>
  55.     <Cost>500</Cost>
  56.     <DefenseMod>-0.5</DefenseMod>
  57.     <ResistanceMod>0.0</ResistanceMod>
  58.     <SoldieringMod>0.0</SoldieringMod>
  59.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  60.     <InvaderCasualtyMax>0.75</InvaderCasualtyMax>
  61.     <DefenderCasualtyMin>0.9</DefenderCasualtyMin>
  62.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  63.     <ImprovementDamageThreshold>1.0</ImprovementDamageThreshold>
  64.     <SurfaceDamageThreshold>1.0</SurfaceDamageThreshold>
  65.   </InvasionStyle>
  66.   <InvasionStyle>
  67.     <InternalName>PlanetaryBombardment</InternalName>
  68.     <Title>PLANETARY_BOMBARDMENT_TITLE</Title>
  69.     <Description>PLANETARY_BOMBARDMENT_DESCRIPTION</Description>
  70.     <Prerequ>
  71.       <Techs>
  72.         <Option>InvasionOptimization1</Option>
  73.       </Techs>
  74.     </Prerequ>
  75.     <ImmunityStat>IsImmuneToInvasion3</ImmunityStat>
  76.     <ImmunityDescription>IsImmuneToInvasion3_Label</ImmunityDescription>
  77.     <Cost>500</Cost>
  78.     <DefenseMod>-0.0</DefenseMod>
  79.     <ResistanceMod>-0.5</ResistanceMod>
  80.     <SoldieringMod>0.0</SoldieringMod>
  81.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  82.     <InvaderCasualtyMax>0.75</InvaderCasualtyMax>
  83.     <DefenderCasualtyMin>0.7</DefenderCasualtyMin>
  84.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  85.     <ImprovementDamageThreshold>0.85</ImprovementDamageThreshold>
  86.     <SurfaceDamageThreshold>0.95</SurfaceDamageThreshold>
  87.     <Trigger>
  88.       <OnEvent>OnConquerPlanet</OnEvent>
  89.       <Target>
  90.         <TargetType>Colony</TargetType>
  91.       </Target>
  92.       <PerformAction>
  93.         <Action>StatusEffect</Action>
  94.         <StringParam>PlanetConqueredStatus_Bombardment</StringParam>
  95.       </PerformAction>
  96.     </Trigger>
  97.     
  98.   </InvasionStyle>
  99.   <InvasionStyle>
  100.     <InternalName>TidalDisruption</InternalName>
  101.     <Title>TIDAL_DISRUPTION_TITLE</Title>
  102.     <Description>TIDAL_DISRUPTION_DESCRIPTION</Description>
  103.     <Prerequ>
  104.       <Techs>
  105.         <Option>GravitationalFocus1</Option>
  106.       </Techs>
  107.     </Prerequ>
  108.     <ImmunityStat>IsImmuneToInvasion4</ImmunityStat>
  109.     <ImmunityDescription>IsImmuneToInvasion4_Label</ImmunityDescription>
  110.     <Cost>1500</Cost>
  111.     <DefenseMod>-0.5</DefenseMod>
  112.     <ResistanceMod>-0.25</ResistanceMod>
  113.     <SoldieringMod>0.0</SoldieringMod>
  114.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  115.     <InvaderCasualtyMax>0.7</InvaderCasualtyMax>
  116.     <DefenderCasualtyMin>0.7</DefenderCasualtyMin>
  117.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  118.     <ImprovementDamageThreshold>0.85</ImprovementDamageThreshold>
  119.     <SurfaceDamageThreshold>0.95</SurfaceDamageThreshold>
  120.   </InvasionStyle>
  121.   <InvasionStyle>
  122.     <InternalName>CoreDetonation</InternalName>
  123.     <Title>CORE_DETONATION_TITLE</Title>
  124.     <Description>CORE_DETONATION_DESCRIPTION</Description>
  125.     <Prerequ>
  126.       <Techs>
  127.         <Option>GravitationalFocus2</Option>
  128.       </Techs>
  129.     </Prerequ>
  130.     <ImmunityStat>IsImmuneToInvasion5</ImmunityStat>
  131.     <ImmunityDescription>IsImmuneToInvasion5_Label</ImmunityDescription>
  132.     <Cost>1000</Cost>
  133.     <DefenseMod>-0.5</DefenseMod>
  134.     <ResistanceMod>-0.5</ResistanceMod>
  135.     <SoldieringMod>0.0</SoldieringMod>
  136.     <InvaderCasualtyMin>0.01</InvaderCasualtyMin>
  137.     <InvaderCasualtyMax>0.6</InvaderCasualtyMax>
  138.     <DefenderCasualtyMin>0.7</DefenderCasualtyMin>
  139.     <DefenderCasualtyMax>1.0</DefenderCasualtyMax>
  140.     <ImprovementDamageThreshold>0.85</ImprovementDamageThreshold>
  141.     <SurfaceDamageThreshold>0.95</SurfaceDamageThreshold>
  142.   </InvasionStyle>
  143. </InvasionStyleList>

16,212 views 10 replies
Reply #1 Top

This is super cool.  I"ll try it out.

 

 

+1 Loading…
Reply #2 Top

Quoting Frogboy, reply 1

This is super cool.  I"ll try it out.

 

 

You are very welcome :)

I'm open for feedback.

Reply #3 Top

One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod.

Reply #4 Top

Quoting lyssailcor, reply 3

One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod.

 

They have a fixed value of 2.5 pop, for both transports and colonyships.

On Colonyships it makes sense, for transports they should use all available space.

Reply #5 Top

Quoting mortili, reply 4


Quoting lyssailcor,

One thing to note that I experienced while testing: I never saw an AI fleet with another payload than 2.5 pop. With my little mod that is usually not enough with conventional warfare. Although I see the AI try to invade several times in short intervals, they don't seem to be able to create fleets with more soldiers. If that is really the case then the AI is at a clear disadvantage with my mod.



 

They have a fixed value of 2.5 pop, for both transports and colonyships.

On Colonyships it makes sense, for transports they should use all available space.

Even if they have that fixed limit (what should be easily changed ... ?) they should be able to assemble more than one transport in a fleet. Not necessary with vanilla invasion mechanics though ... O:)

Reply #6 Top

AI will not or can not create fleets of more than One transport, they also can not or will not use the population slider for transports or colony ships. The value for this(its one value for all so changing it effects colony ships too, which can nerf the AI Planets early on) is located in GC3GlobalDefs.xml.

 

These 2 things in themselves nerf the AI so badly when it comes to Invasions. TBH it has shocked me this has never been fixed with a patch. This fix alone would increase AI difficulty by quite a few notches.

Reply #7 Top

Yeah, I've felt that it is too easy to invade too. I was too late to spot an invasion fleet so I quickly Increased the resistance and planetary defense of my planet. But even with 8 billion population, 75% of which were willing to fight(Resistance%) and some 15% in planetary defence it was not enough to stop 2.5 in Conventional Warfare, who didn't even have high Soldiering.

@Horemvore

I guess you mean the DefaultShipPopulation tag. I just tried upping that to 100 just to see if PopulationCap would actually act as a cap for the population. It doesn't, for awarded ships.

Reply #8 Top

You find that current invading is too easy?  I have a hell of a time taking over any planet. :(

Reply #9 Top

Quoting pendrokar, reply 7

Yeah, I've felt that it is too easy to invade too. I was too late to spot an invasion fleet so I quickly Increased the resistance and planetary defense of my planet. But even with 8 billion population, 75% of which were willing to fight(Resistance%) and some 15% in planetary defence it was not enough to stop 2.5 in Conventional Warfare, who didn't even have high Soldiering.

That's exactly what my mod remedies, but it makes no sense when the AI cannot react accordingly ...

Reply #10 Top

Quoting Horemvore, reply 6

AI will not or can not create fleets of more than One transport, they also can not or will not use the population slider for transports or colony ships. The value for this(its one value for all so changing it effects colony ships too, which can nerf the AI Planets early on) is located in GC3GlobalDefs.xml.

 

These 2 things in themselves nerf the AI so badly when it comes to Invasions. TBH it has shocked me this has never been fixed with a patch. This fix alone would increase AI difficulty by quite a few notches.

So it's your turn, Frogboy: when that is the case it should be fixed so that the AI can use more soldiers (by utilising more ship, ships with more modules or just filling ships completely) ...