[MOD] Weapons and Defenses

Hi there,

This is a mod that rework from the ground the damage and defense of 'standard' components, i.e. the main line of techs for kinetic, beam, missile and then corresponding defenses.

https://www.dropbox.com/s/8479a7zglbiby6z/GC3_WeaponsDefense_Pocus1.0.zip?dl=0

Compatibility: Vanilla-compatible, and thus GRM-compatible.

It also add a description to all weapons, something more interesting to read (hopefully). There is a detailed readme for people interested, otherwise:

TL;DR (short readme)
This mod adds description for all weapons, and rework all their damages and the corresponding defenses. In addition to the standard rock-paper-scissor game, you'll learn that although kinetic weapons still do a lot of damage, they can be protected from much more easily than beams. Beams don't do great damage, but defenses against them are always low. Missiles are middle of the road. There are a few others subtleties too to that.

Kinetic: Lot of damage, can be easily protected from, low mass, low cost, low range
Beams: low damage, hard to protect from, average in range, mass, cost
Missile: middle of the road, good initial damage, low rate of fire and nice range

 

 

92,259 views 3 replies
Reply #1 Top

I'm downloading now... a few questions!

1) How extensively have you tested the battles with this? Do you think the overall balance is about the same?

2) Have you modified the AI in any way?

3) Do you plan on hosting this via Nexus at any point? (Sorry, just not a big fan of downloading from a dropbox link)

Reply #2 Top

PS: Thorough Readme!

Reply #3 Top

I have been testing and playing it in my ludicrous sized game, turn 140, 15.000 parsecs under control. No issue. As for balance, it might alter it a bit, possibly. As I said in the readme, kinetic weapons are powerful but armor rating is high, so they can be countered. So if you persist in not adding armor onto your ship, as the AI often favor kinetic, you'll be for a bad time.

Beam, they are rather weak in damages, but shielding too, so this definitively change how they were. Now they are weapons you want to use when you want reliable damages, as you know that even with defense, defense should be low against them.

 

Also I have made sure that weapons had a variant not using strategic resources, and that these weapons were a decent alternative for your 'colonial ships', i.e ships a bit weaker when you must save on strategic resources. So they are also cheaper compared to the more experimental weapons. 

I also fixed several inconsistencies in strat resource usage, as you know SD has difficulty fixing typos in their xml files. With all due respect.