Author Topic: [7.2] Extensive Mod! (Personal Re-balance & Improvements to Animations & UI)  (Read 24726 times)

Offline Void

That's quite impressive work there.  Great job on a mod well done.

Why thank you, my Lord Gorchnik. I hope you enjoy what I've made. ;D
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline letir

Sry for newb questions.

1. How should i install this mod on Steam version?
2. Where are this 1500000$ coming from? This is inteded or not?
« Last Edit: November 10, 2014, 08:19:59 am by letir »

Offline Endershadow

Sry for newb questions.

1. How should i install this mod on Steam version?
2. Where are this 1500000$ coming from? This is inteded or not?

1. Just override all the original files with the mod files.
2. That's intentional since Astral_Raider hasn't figured out all the pricing yet.

Please be careful not to fall into any holes in reality caused by my reality hole generator. If you do fall in though, I can assure you that there will be no adverse side effects except for the following: instantaneous mutation, loss of 1 or more vital organs, turning into banana pudding, amnesia, loss/growth of 1 or more limbs, additional vital organs, loss of DNA, insanity, hallucinations, destruction of the fabric of space and time, redundancy, redundancy, a craving for apples, the ability to see shinigami, for females: an erection lasting more than 4 hours, for males: extremely painful menstrual cramps, testicular inversion, gender swapping, the urge to watch my little pony, and/or death

Offline letir

There is some problems with aggro. I can't protect Agamemnon - enemies just ignore everything and shoot in transport.

Offline letir

Ryuvian Cruisers are broken. Not only extremly strong in combat - they just use their rockets and destoy all my units on first turn. Damage and accuracy of this things just insane.

Rockets have better defence in this mod, Sunrider's Flak cannot do a thing, even with "Aim Down", even in All Guard. Asaga is abscent on the first turn, Phoenix"s Flak are silly. And they can shoot twice.

Testing: even very high (80) Flak cannot protect completly, 2 salvos can destroy any ryder. And you cant buy it witohut cheating.
If you trying to use asteroids for cover, they just destroy asteroids with first salvo, or pummel Ryders down with guns - even 1 salvo deal 1000 damage, and they are pretty accurate.

IMO, mission is unbeateable. Every ancient cruiser is almost like Sunrider (little worse in offense, better in defence), and ryders can't even scratch them. I even try Light Novel mode, but they are still kill everything on the first turn.
Nerf is needed.
« Last Edit: November 12, 2014, 09:54:45 pm by letir »

Offline Void

Ryuvian Cruisers are broken. Not only extremly strong in combat - they just use their rockets and destoy all my units on first turn. Damage and accuracy of this things just insane.

Rockets have better defence in this mod, Sunrider's Flak cannot do a thing, even with "Aim Down", even in All Guard. Asaga is abscent on the first turn, Phoenix"s Flak are silly. And they can shoot twice.

Testing: even very high (80) Flak cannot protect completly, 2 salvos can destroy any ryder. And you cant buy it witohut cheating.
If you trying to use asteroids for cover, they just destroy asteroids with first salvo, or pummel Ryders down with guns - even 1 salvo deal 1000 damage, and they are pretty accurate.

IMO, mission is unbeateable. Every ancient cruiser is almost like Sunrider (little worse in offense, better in defence), and ryders can't even scratch them. I even try Light Novel mode, but they are still kill everything on the first turn.
Nerf is needed.

Yeah, I forgot to upload a new version of the mod. I'm uploading it now, this one should be more balanced. I made a mistake in the energy cost for the weapons & its accuracy. You can still use your ryders for support, but keep them in cover to protect them from the enemy, it's littered around the map, there are 2 near your starting position.

Use the dev tools to input reset_classes() & press enter. That'll re-initialize the new values.
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline Void

There is some problems with aggro. I can't protect Agamemnon - enemies just ignore everything and shoot in transport.

Already put a fix to it. Let me know if it still poses a problem, I never choose to escort the Agamemnon since it's a silly choice (for me at least), but I never had problems with escort missions to begin with since the Sunrider have 20% higher aggro than the Agamemnon & any escort target to begin with, made higher by dealing damage since in my mod your capital ships becomes a lot more valuable than your ryders. Ryders have the ability to revive after 2(?) turns after mission 12 (thanks to the Sunrider being an Assault Carrier), where as capital ships are gone forever if they're destroyed. You need to buy them again if that happens.
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline Void

Sorry to anyone who've waited for the update. I got busy & ended up forgetting that I need to upload the v4.0 of the mod. It should fix all the problems present, & it also integrates the cool new features & vastly improved A.I from v7.2 of Sunrider. It took a bit time to make this new version since I had to integrate it to be compatible. Haven't integrated skirmish though, but I doubt it's that important.
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline letir

Quote
Use the dev tools to input reset_classes() & press enter. That'll re-initialize the new values.
Nvm, i find it.

Escort problem fixed.
« Last Edit: November 12, 2014, 06:38:39 pm by letir »

Offline letir

1st problem - game going into "debug screen", if Chigara or Claude evade rockets from Ryuvian Cruiser.

2st problem - mission still unbeatable.
I'm go in "All Guard" and put my forces into the debris, but they just shoot 2 times - 1st in debris, second deal about 1000 damage.
After that they start shooting in the Sunrider, every salvo deal about 2000 damage (armore can negate some, but still about 1500-1700).

Let's do a little math.
Cruisers have 10000 HP and 80 Armor.
I will shoot them with the kinetic+damage bonus - it's like 1200 damage. 1200-160 (armor) - 1040.
So, i need 3-4 turns just for one (1) Cruiser, bcs all my Ryders are bloody useless.

Even if they (cruisers) spend all missiles, and even without Sola, they still have main guns with 1000 damage, and they need 8-13 shots to take down Sunrider (if i'm not mistaken, they can shoot twice).

So, one R Cruiser will destroy my only hope in 6 turns. I need about 12 turns to take them all down (non-stop shooting, 100% accuracy, kinetic only).

Yes, i can use Repair drones for open battle. And with Vanguard cannon i can take them down in 4 turns (in theory). But i don't have so much points.

And in reality they just fire mega-missiles twice and kill everything on map without moves.


So, they need stats:
6000 HP.
40 shield.
20-40 armor.
Main cannon with 300-350x2 damage and very bad accuracy.
Missiles (1 charge) with 400-600 damage and bad accuracy, without Flak defence.


Main problem of Sunrided (and especially first part of the game) - it's not a game about capital ships. It's game about 1 Sunrider + bunch of Ryders. Player don't have access to big ships before Far Port, and this is inteneded.
Your mod can be good for second part, then you can buy big ships, but not before.
« Last Edit: November 13, 2014, 07:59:04 am by letir »

Offline Void

1st problem - game going into "debug screen", if Chigara or Claude evade rockets from Ryuvian Cruiser.

2st problem - mission still unbeatable.
I'm go in "All Guard" and put my forces into the debris, but they just shoot 2 times - 1st in debris, second deal about 1000 damage.
After that they start shooting in the Sunrider, every salvo deal about 2000 damage (armore can negate some, but still about 1500-1700).

Let's do a little math.
Cruisers have 10000 HP and 80 Armor.
I will shoot them with the kinetic+damage bonus - it's like 1200 damage. 1200-160 (armor) - 1040.
So, i need 3-4 turns just for one (1) Cruiser, bcs all my Ryders are bloody useless.

Even if they (cruisers) spend all missiles, and even without Sola, they still have main guns with 1000 damage, and they need 8-13 shots to take down Sunrider (if i'm not mistaken, they can shoot twice).

So, one R Cruiser will destroy my only hope in 6 turns. I need about 12 turns to take them all down (non-stop shooting, 100% accuracy, kinetic only).

Yes, i can use Repair drones for open battle. And with Vanguard cannon i can take them down in 4 turns (in theory). But i don't have so much points.

And in reality they just fire mega-missiles twice and kill everything on map without moves.


So, they need stats:
6000 HP.
40 shield.
20-40 armor.
Main cannon with 300-350x2 damage and very bad accuracy.
Missiles (1 charge) with 400-600 damage and bad accuracy, without Flak defence.


Main problem of Sunrided (and especially first part of the game) - it's not a game about capital ships. It's game about 1 Sunrider + bunch of Ryders. Player don't have access to big ships before Far Port, and this is inteneded.
Your mod can be good for second part, then you can buy big ships, but not before.

Whoops, it seems I put in the wrong version of the library file. I'll upload a new one. Oh, & your ryders can still be useful here actually, they can still dish out some damage (except Phoenix mind you). I don't know what other things went wrong, I beat this mission with all my ryders still alive with full forward order, even with the cruisers at 10k HP with thick armor. The strangest part is how come you don't have enough CP by that mission, cuz I got like 60k or something by then & I didn't even use the Vanguard cannon. Apparently, making the enemies tougher amplified the amount of CP you gain by a lot, even if you take longer turns since it calculates it differently, so the penalty is actually lax, the funny thing is this wasn't even intentional.

I lowered the HP to 8000 & nerfed the armor & shields a bit in the fixed one, flak should also be able to shoot down most of the missiles down, & each cruiser can only shoot 3 per turn plus it's limited in ammo. Try using missiles & rockets, it'll kill 1 or 2 fairly quickly, & since they have no flak you can expect full damage. Capital ships have a mean missile barrages, but your ryders should be able to avoid half of it due to their evasion. You can kill the enemy ships using Sunriders kinetics, since it dish some serious damage after all that upgrade. Blitzkrieg tactics works well here, since the Ryuvians are pretty aggressive, staying on the defense isn't very helpful, focus on 1 ship at a time & you'll win.

I also don't get why chigara or claude evading missiles would cause debug screen. Never happened to me before. I may have a hunch that the image cache is set too high in your options. Try lowering it to 30 & try again, if you don't have enough RAM, setting it too high can sometimes cause debug screen.

On a side note: no, I'm not going to lower the accuracy of the Ryuvian unit's accuracy. When I first got my hands on the files, I noticed that the developers intends to have the Ryuvian units weapon highly accurate. Hence, I never touched the accuracy values of the Ryuvian units, merely modify the damage & shot counts. The original accuracy for the Ryuvian cruiser kinetics is 100, plus the cruisers only have 2 weapons, 1 which is limited in ammo. Nerfing the units to your suggestion would make this mission laughably easy to the point where it makes Ryuvian units look like wimps. If you read the lore, Ryuvian's have the most powerful fleet ever made in the history of the entire galaxy, to the point where even after 2000 years of decay they are still more powerful than any modern fleet. Hence, the accuracy stays, it should be more manageable now to beat these units after I lower the stats a bit. If you still can't beat it, I don't know what to do as lowering the stats any further would make your units OP.

Also, about upgrades: whenever I apply a new value for upgrades in the R&D, you'll have to use debug: reset upgrade in the R&D for said unit. I don't know why, but that's just how it works. If it produces errors instead or it won't apply, sorry but you'll have to start over. This mod isn't perfect, & the game can sometimes bug on itself since it's still in beta. So far no changes in upgrade value since v3.7 of my mod.
« Last Edit: November 13, 2014, 08:43:54 pm by Astral_Raider »
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline letir

Ryders are useless. Only "battle" Ryder is Black Jack, and even with "shutoff", it's still 20 shields and 8000 HP. Too long.

Missiles are useless. I spend some money on Sunrider, but it's still 120 damage per shot against 60 armor. Rockets are better, but it's only 5000 damage - half of ONE cruiser, and there is 4.


Again.
Main problem is damned mega-missiles with insane damage and very good accuracy. Evasion, cover and Flak is useless. 2000 damage to everyone, for free. They hit Ryders without a sweat, and even 50% of rocket is enough to kill support Ryder or Phoenix.

Kinetic weapon of R Cruiser is accurate and powerful enough for killing Ryder in one salvo.

Captain: First turn, All Guard, missiles flies, all dead, Game Over.
Light Nover: First turn, All Guard, missils flies, all dead, Game Over.
Captain, cheating with 80 Flak+max Evasion: First turn, All Guard, cannons speaking, all my Ryders dead, Sunrider lose 50% HP.

End of story.


Mission is unbeteable.
It's battle 1 vs 4, enemies are immune to Disable, have enough accuracy to hit Ryder with kinetic and enough firepower for killing Sunrider in one turn, and on top of that every Cruiser have missiles with rocket's power.
P.S. Attachemnt with Traceback after missile attack.
« Last Edit: November 14, 2014, 07:11:19 am by letir »

Offline Void

Ryders are useless. Only "battle" Ryder is Black Jack, and even with "shutoff", it's still 20 shields and 8000 HP. Too long.

Missiles are useless. I spend some money on Sunrider, but it's still 120 damage per shot against 60 armor. Rockets are better, but it's only 5000 damage - half of ONE cruiser, and there is 4.


Again.
Main problem is damned mega-missiles with insane damage and very good accuracy. Evasion, cover and Flak is useless. 2000 damage to everyone, for free. They hit Ryders without a sweat, and even 50% of rocket is enough to kill support Ryder or Phoenix.

Kinetic weapon of R Cruiser is accurate and powerful enough for killing Ryder in one salvo.

Captain: First turn, All Guard, missiles flies, all dead, Game Over.
Light Nover: First turn, All Guard, missils flies, all dead, Game Over.
Captain, cheating with 80 Flak+max Evasion: First turn, All Guard, cannons speaking, all my Ryders dead, Sunrider lose 50% HP.

End of story.


Mission is unbeteable.
It's battle 1 vs 4, enemies are immune to Disable, have enough accuracy to hit Ryder with kinetic and enough firepower for killing Sunrider in one turn, and on top of that every Cruiser have missiles with rocket's power.
P.S. Attachemnt with Traceback after missile attack.

Wait, your missiles only deal 120 damage? That ain't right, it's supposed to be higher than that since the base damage is already at 75, the upgrade limit is 200% damage which means 150 x 10 damage. What I don't understand is why the flak are useless. I tested it again myself & at 80 flak it shot down 8 missiles out of 10. Another thing I don't understand is how come the missiles do so much damage, I never set them that high in the first place.

And I don't get why the Sunrider could lose so much HP in the 1st turn, something seems to be wrong but I don't know. Could be the AI or something, but anyways I tweaked the stats a bit again.

EDIT: About the traceback, I found the problem. Use the new version of the mod. It also re-checks the damage for the weapons. The flak should also be more useful now, I think there was a mistake in the calculations, or else there's no way the missile could go through that easily.

On another note, I now know why your kinetics don't do much damage. I forgot to update the Sunrider's kinetic damage, its suppose to do 1250 total damage with max upgrade. Sorry bout that, try it now, I think it'll be easier to kill the enemy ships now. I also put the wrong number in Black Jack's laser damage by mistake, it's suppose to do 625 damage per shot with full upgrades, that's also fixed.

Copy all files & folder from the new mod & paste it in the game folder & replace all. This should fix the remaining issues, tell me if it still poses a problem. Sorry, for the stupid mistakes, keeping track of this many files isn't easy :(

Again, don't forget to apply reset_classes()

Also, if your having trouble with damage output, use claude's atk up, in this mod it gives 25% increase, while full forward only gives 10% starting from Sunrider beta 7.2. use that on Sunrider & hammer away your kinetics on the closest cruiser, you should be able to kill it on the 1st turn if all of the shots connects.
« Last Edit: November 14, 2014, 11:29:36 am by Astral_Raider »
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.

Offline letir

I don't have money on "max everything". I mean fair money.

So, my Sunrider have 8000 HP, base armor and base Flak, max Lasers, Lv5 Kinetic and some rocket upgrades.


Even if i use 2000000, and drive all upgrades on max, they just use cannons against my Ryders, and after that it's still 1 vs 4.

12500 HP and about 3000-4000 damage (cannons) in one turn.
vs
8000x4 (32000) HP and about 2000x4 damage (cannons) in one turn.

Offline Void

I don't have money on "max everything". I mean fair money.

So, my Sunrider have 8000 HP, base armor and base Flak, max Lasers, Lv5 Kinetic and some rocket upgrades.


Even if i use 2000000, and drive all upgrades on max, they just use cannons against my Ryders, and after that it's still 1 vs 4.

12500 HP and about 3000-4000 damage (cannons) in one turn.
vs
8000x4 (32000) HP and about 2000x4 damage (cannons) in one turn.

Strange, the init money I put in there should be more than enough to upgrade all units to max. Since the upgrade limit is still in testing, I put it there for others to see the full potential of each unit. The weird part is why would the cruisers target your ryders first when the Sunrider has 12500 hate while each ryder only have 50. Well, I did reduce the damage of the missiles by quite a lot already, & made them easier to intercept.

EDIT: I changed the AI so that they wouldn't rush towards your unit all the time. They will only move if their accuracy drops below 50, in the original, that was 75 which is insane. Download the v4.4 of the mod to test the new AI.
« Last Edit: November 14, 2014, 12:41:52 pm by Astral_Raider »
The only way to truly hurt a man, is to take everything that he valued and degrade it and remind him of it everyday of his life. But by doing this, you also create a monster, and you will regret ever harming that man, because he will be your greatest horror.