Stellaris

Stellaris

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Rescaled Tactical Combat: Light Edition
   
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8 月 21 日 上午 10:51
9 月 28 日 下午 2:13
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Rescaled Tactical Combat: Light Edition

描述
What this mod does:

- naval capacity base set to 10
- fleet command limit base set to 20
- max naval capacity set to 4000
- naval capacity/fleet command limit from technologies and traditions 2/5 that of vanilla
- bonuses from galactic force projection to naval capacity/fleet command limit are now percentage multipliers
- anchorages naval capacity set to 1 (+1 from naval logistics office)
- soldier naval capacity set to 1 (+1 from ground defense planning tech, +1 from Esteemed Quartermaster)
- duelist naval capacity set to 1
- increased bombardment damage
- +100% modifiers to weapon damage, hull points, armor, and shields for military ships
- 5x increased base cost, base upkeep, and logistics for military ships
- 2x build speed for military ships

Compared to RTC:

This version attempts to stay as true to vanilla balance as possible while maintaining the goal of having fewer, more powerful ships.

- no new ships
- no new sections
- no editing of existing sections
- twice the naval capacity
- no attempts to re-balance the game

Original Mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2836775729
16 条留言
HungryEye  [作者] 9 月 5 日 上午 5:46 
Yep, it's compatible
apx1701 9 月 4 日 下午 9:43 
@HungryEye - RS - System Scale + RS - Ships in Scaling + RS - New Frontiers
HungryEye  [作者] 9 月 4 日 下午 7:57 
Just checked over the mod files for RIG and it should be very much compatible. Which RS are you referring to? I know of at least a couple RS mods, primarily realspace and its sub-mods, which this mod is compatible with as well.
apx1701 9 月 4 日 上午 11:01 
Hi, how compatible is this version of your mod with RS or RIG (RIG Unique Shipset)?
HungryEye  [作者] 8 月 28 日 下午 3:17 
Sure thing! One more thing is sparse craft buffs starbases and defense platforms, whereas mine doesn't touch them at all. There are of course a few pros and cons for both, but other than that it's mostly pick your flavor when you're choosing which one to use. I haven't personally used other naval cap rework mods since i released rtc a few years ago, but i recommend trying each of them to find the one you like best. Aside from Sparse Craft, another popular one is Naval Capacity Rebalanced. If you search ncr you'll find it.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 8 月 28 日 下午 2:28 
That is a lovely breakdown and with even more detail than I hoped, thank you so much~!
HungryEye  [作者] 8 月 28 日 上午 7:49 
Well, the biggest difference is that mod uses a global modifiers based approach, which is somewhat more mod-friendly than mine. My approach was to edit each ship size individually, which allows modifiers you get in-game to multiply off the ship bonuses from this mod, rather then just add to them. Apart from that, that mod has better coverage of jobs and buildings that add naval capacity, and also provides less naval capacity than this one, with the obvious stronger bonuses to ships. Also, since mine doesn't touch space fauna at all, if you have grand archive and enjoy using fleets of space fauna, then I recommend using Sparse Craft. Other minor differences are that this mod intentionally gives you enough naval capacity to start with to handle picking up a couple fleets of event ships, doesn't edit ship sections in any way (like to add extra aux slots), and allows you to have a higher fleet command limit.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 8 月 27 日 下午 11:27 
Hey there. How would you say this mod compares to Sparse Craft, found here?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3543729114

They seem to be similar, though there are differences and I'm having some trouble identifying the finer details myself -- I figure someone knowledgeable such as yourself might be able to give me a more informed opinion?

thank you for your time, sorry if this is a strange question!
HungryEye  [作者] 8 月 27 日 下午 1:16 
yeah, i could do that pretty easily. that's what i did for the other version actually, both in terms of game balance and the ai production weights. i kind of didn't want to mess with the game's balance for this version though. Do you primarily want it for the ai so they build less ships, or to have larger ships get better bonuses?
Ezra Blaise 8 月 27 日 下午 1:09 
Any chance of making an option that also changes ship production weighting (ie, balancing the game more heavily towards capitals with very small ratios of Corvettes/Frigates/Destroyers to Cruisers/Battleships/Titans?) to make each class more valuable once researched?