Reply #1 Top

COOL H:

Will down load and take a look.  I did something similar.  In addition i modded the all the base game blue prints to primarily get rid (or limit) of BestDefense which i hate. Still experimenting, in most designs i replace one or more instances of  BestDefense with one of each defense type, also trying a mot to defensive components E.g. armor gives a small boost against beam and missiles.

Also added some new support blue prints to combine support and weapon type Augments on a massive hull (which the AI can and does use some times)

I kept engines alone and just refrain from building massive speed racers. But i must confess i do sometimes make a "Scoot and Shooter" to pick off pirates and lone AI's nipping at me on big maps. Adding a combination of Targeting, Jamming, Weapon Augments on ALL ships? Takes up a lot of mass on medium and smaller hulls. 

 

 

Reply #2 Top

Quoting a0152570, reply 1

Adding a combination of Targeting, Jamming, Weapon Augments on ALL ships? Takes up a lot of mass on medium and smaller hulls.

Thanx for pointing that out. I had forgotten how large "sub systems" were. I have played with modded mass for them since forever, part of my GST mod, which is where I'm taking this from. They are not so OP now either so the reduction in mass is warranted.

Reply #3 Top

Nice mod H.

You always have great mods. 

Thank you ! 

Reply #4 Top

How do these mods affect the Metaverse?

 

Reply #5 Top

Quoting DMF, reply 4

How do these mods affect the Metaverse?

 

As far as I know, they don't (unlike previous GC games).  However, I've given up on paying any attention to the Metaverse since most of my scores there are 0 from games I've started only to run tests or develop mods, and there doesn't seem to be any way to remove those scores.

Reply #6 Top

Updated - Targeting and Accuracy components reduced in size. Engine sizes reduced so they are all the same size just grade up in % modifiers. Nerfed Tactical Repair and added both the single and fleet components to the pre-generated loadouts for Large and Huge hulls. (Yes this includes standard warfare ships not just support ships)

Redownload for the update.

Reply #7 Top

Just number crunching here. In my tesets I have further reduced base Accuracy too: Beams 70%, Missiles 65% and Kinetics 60%. The highest possible buff to Accuracy is 115% (Techs, Traits, Component stacking). This will take Accuracy of Beams to 151%, Missiles to 140% and Kinetics to 129%.

I have added base Jamming to hull sizes: Tiny and Small - 20%, Medium and Large - 15%, Huge and Cargo - 10%.

You can then gain a soft maximum(4 Thrusters) of 285% from Techs, Traits and Components. This takes Jamming to 77% for Small and Tiny, 58% for Medium and Large, 39% for Huge and Cargo.

Thoughts??

Sidenote, with 4 Engines and max Tech average moves is between 28 and 37 depending on Race. With a movement cost of -50% so in effect ships move 56 to 74 moves per turn.

Reply #8 Top

Forgive my naivety but where do these files get extracted to?  Also is this mod currently compatible with your ST mod?

Reply #9 Top

Documents\GC3Crusade\Mods

Its been extracted from my GST mod (the crusade version).

Reply #10 Top

Then if I have the GST mod crusade version (latest update 21/6/17) I need not utilize this?  Thanks for the quick response :sun:  

Reply #11 Top

Thats correct :)

Reply #12 Top

I have a big mod in the work, that rebalance a lot of things, around the lowered Population count from the Crusade DLC.

It include over hundreds of tweaks !

I would like to include part of this mod in my mod.

Do you give me permission to do so.


Thanks.

Reply #13 Top

Sure, you do not have to ask, I consider all my work available for the community to do what ever they please with it tbh :)