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vB Tweaks: Rogue Overhaul
   
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5 月 31 日 下午 3:36
10 月 27 日 上午 10:02
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vB Tweaks: Rogue Overhaul

描述
Ahh, Rogue Operative. A leader with the powerful tactical bonus of hit and run, offset by having a really bad macro penalty. It's not even that the effect is crippling - it's that it's unfun. You get increased loyalty cost for your population, and the upgrades only let you ignore that penalty if you limit the size of your cities - an awful idea in itself, as doing so is severely limiting, unfun to micro-manage, and does not offer any reward other than negating the penalty. Compare the Untold Prophet who gets a powerful macro bonus, and whose penalty can be upgraded to be negated, then inverted if you do something you'd want to do already in maintaining a good loyalty - made even easier because of the macro bonus! So in the end you had a leader that suggested a unique playstyle of many small cities, but offered no meaningful support, and was best handled by ignoring the upgrades and dealing with the extra loyalty cost.

This was the train of thought that made me start this mod, and it sorta... snowballed from there. All in all, the mod encompasses four separate changes:

Independent
- Penalty increased from +0.25 population loyalty upkeep to +0.5.
- Small Scale Op reworked, instead of negating penalty in cities of size 1-6, now gives +6 loyalty for cities of size 1-8.
- Comprehensive Connexion reworked, instead of negating penalty in cities of size 7-12, now gives +6 loyalty for cities of size 1-15.

This went through several iterations. The first attempt rendered cities of 1-6 and 7-12 immune to the city count loyalty penalty, but that proved too strong - the headquarters building is just too good. The second attempt changed it to a 50% reduction for 1-6 and 1-12, which stacked with the previous one to ignore it in small cities, giving time to place down some holo theaters. This proved very fun... provided you played with Must We Suffer, and had access to early engineers. Oops. Ultimately, I decided having a tech that does nothing for two tiers is just incorrect, and after a few more tries, settled on what you see above.

As for the increase in allowed city sizes, it's so you can build a Sky Fortress. Or a Barracks. Or upgrade your houses. It's just too limiting otherwise.

Augments
- Can now target augmented units, replacing previous augment.
- Makes target Mechanical if it was not already.

A frustration I had with the Operative was the frustration of the augments being permament - maybe I desperately need that extra point of movement right now, but I really want the accuracy in the long run? This change makes that an option, but at a steep cost - there are no refunds on the initial investment.

Additionally, I decided that turning your (or your allies'!) biological infantry into biomech is a fun mechanic. The balance being what it is for now, it's largely a buff, what with being able to be repaired or tuned by Engineers or Melisai, or buffed by a secret third thing which is...

Trash Camo / Ghost Corps
- Instead of applying to cyber infantry, now applies to all mechanical infantry.

I like mixing affinities. Operative's unique buffs only applying to cyber infantry made me sad. So I made it also apply to any Sentries she buys. Or any Missile Teams she trains. Or any biological infantry she spends the influence to upgrade. It felt on theme.

Headquarters
- Weapons replaced with personalized ones.

The most personal taste of all these changes, I find it a wasted opportunity that all the leaders (and one of the NPCs!) have the exact same guns on their cities, so I'm working on a mod that changes that - but since it'd be incompatible with this one, I decided to include its changes in this one.

As a result, Rogue Operative's cities lose access to the Human-specific powerful missile launchers, instead making use of a high-tech ICAR Security Grid. What's that? Well, guess you'll have to find out for yourself!

== Compatibility ==
This mod replaces the following files, and will not be compatible with mods that also do so:
- Factions/RogueOperative
- Traits/Independent
- Traits/RogueOperativeAffinityUpgrade
- Traits/RogueOperativeAffinityUpgrade2

This mod extends the following files, and must be loaded after mods that replace them:
- (none)

This mod creates the following files, and will conflict with mods that use the same names.
- Weapons/IcarDefense

This mod was created during the following version, and may not include changes made since:
- 1.1.13

This mod does include new text, and is provided in these languages only:
- English
If you wish to help translating the mod into a new language, please do not hesitate to contact me.
2 条留言
von Boomslang  [作者] 10 月 20 日 上午 2:08 
Hmm. Reasonable request, but doesn't really fit the faction theme for me. Also, I can't really see a way to scale the cost based on traits.

Still, if you want I can walk you through making those changes on your own.
ChuckDM 10 月 19 日 下午 9:42 
Would you consider a version that removes the "non-large" restriction on augments so they can also be applied to large units? Many units are classified as "large" despite the fact that they're weaker than a lot of infantry.

As a balancing factor, perhaps applying an augment to a large unit would cost 50% more?