Stellaris

Stellaris

Wrath of the Goddess (2.1) (3.4 pending)
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更新于:2018 年 7 月 20 日 上午 7:37

Small hotfix.

I forgot to change the T2 tracking. Now its the same as T1 and T3 (which is to say less than 100%).

Oops.

On the plus side I learned just how amazing "git cherry-pick" is :D

更新于:2018 年 7 月 14 日 上午 9:57

  • Buffed PD damage by 25% by reducing CD from 1.0 to 0.8 (Even after that its still bad at downing missiles)
  • Changed Lunar Arrow's tech reqs from T2 torpedo to the T1 Lunar Surge and Lunar PD . (this was an oversight)
  • Fixed the LA's icon not showing on ships.

更新于:2018 年 7 月 9 日 下午 1:14

Another update with a sizable changelog.

The main attraction here is the inclusion of a G-slot weapon. Which is OPAF, but I don't feel like balancing it any more. I did a bit, but. . .

The other highlight is that I "fixed" the research weights and costs. Or at least I think I did. I, err. . .failed to take notice that the weights and costs in 2.x don't match up with those from 1.9. Oops. I also messed with some other stuff.

Full this.

  • Changed the requirements for Lunar Surge to require Cruiser tech instead of the spaceport_6 tech which was removed from the game.
  • Changed T1 LS tech req to require T2 LD instead of T3.
  • T2 LS now requires T3 LD.
  • commented out the weights so this file uses the normal ones. This will increase the cost and decrase the chances to appear.
  • Changed the cost and weight of the T3 LD to match the T5 laser.
  • Changed the T2 LD weight to @tier2weight3 which is a step below the T2 Disruptor.
  • Changed the T2 LD cost to @tier3cost1 which matches the T2 Disruptor .
  • Changed the T1 LD weight to @tier1weight1, a step down, and the lowest possible.
  • Changed the T1 LD cost to @tier1cost3, a step up.
  • Changed T1 and T2 Lunar Surge cost to match the T1 and T2 Lance.
  • Changed T1 LS weight to a step below the T1 XL weapons.
  • Changed T2 LS weight to match the T2 XL weapons.
  • Added the Lunar Arrow Tech.
  • Changed LD_1 to a tier 1 tech and kept the tiers of LD_2 and LD_3 at 2 and 3 respectively instead of increasing them to match tech changes.
  • LS tech tiers increased to 4.
  • PD tier changed to 4.
  • PD cost changed to @tier4cost2, a step above Guardian PD.
  • PD weight changed to @tier4weight1, equal to G-PD.
  • PD no longer requires Guardian PD. Instead requires T2 computer.

更新于:2018 年 7 月 8 日 下午 4:23

This was a considerably more substancial balance which was mostly a nerf. This is the result of a combination of theoretical results and sandbox test. This has not been playtested yet.

  • Reduced tracking from an accross the board 100% to 110%-size*20%.
  • This change is due both to reevaluating a beam of death coming at something that can dodge, as well as trying to reduce the L LD one shotting half a fleet of corvettes before they get there. Still rediculouslly high though.
  • Reverted bonus to beta1's numbers (No penalty to hull damage and 100% bonus to shield damage). This is in advance of a damage nerf.
  • Tier 3 LD damage nerfed as follows.
    L: 50.75 ==> 36
    M: 21.25 ==> 15
    S: 8.5 ==> 6
  • min-max damage changed so that max/min=1.5 for all T3 LD and T2 XL.
  • Changed the L-sized LD from a CD of 8 to 7.5 to facilitate the above.
  • Balanced the T1 S-L-sizes against T3 so that damage is about 50%.
  • This is done by setting max to the new number, keeping min at zero and setting accuracy to be 83.33...%.
  • T2 is is 75% weaker than T3 partially as a result of having the accurancy set to 90%, and partially to dropping the minimum damage to 0.
  • Note that T2 max damage is higher than the max damage for T3.
  • T3 max damage had to be adjusted as a result of CD change.
  • T1 XL max damage changed to 3125 and min to 0 from 2166 and 684.
  • T1 XL accurecy set to 90%.
  • T1 XL now requires T2 normal and tech_cruisers instead of T3 and tech_spaceport_6 which I think was removed from the game.
  • T2 XL now also requires T3 normal.

更新于:2018 年 7 月 7 日 下午 1:25

First round of balancing. Or really the third. . .

In anycase, the XL were performing more or less on target, though I'd like to see them a bit better and the S/M/L were OPAF by my partial analysis. More theoretical number crunching is planned, but for now this is what I did:

Hull damage is reduced by 25%.
PD damage increased by 25%.
XL damage increased by 20%

PD is just fucked, so why not, and XL damage is actually underperforming from my perspective.

Note that even though I increased the damage for the PD and XL they will, at best, break even. PD is now 6% WORSE at shooting down missiles and XL's nerf might be a buff against something with enough shields.

更新于:2018 年 3 月 29 日 下午 2:30

Version 2.0b (beta 1)

PDX rebalanced the torpedoes, so naturally the Lunar Discharge needs to follow. Bonus damage to shields was reduced from 100% to 50%. PD, which is in a bad state already, had it's damage rebalanced. It deals about 6.66% more damage, and faster. With the reduction to shield damage this makes it a nerf against SC, but a buff against guided.

更新于:2018 年 3 月 24 日 上午 9:19

Included localisations from Elves of Stellaris. The mod user shouldn't notice any changes. If you do, let me know, because it's a bug.

更新于:2018 年 3 月 11 日 上午 8:12

Version 2.0a (beta 1)

This is the re-imaged Lunari Weapon set from Elves of Stellaris. Like Stellaris 2.0 I'm releasing it in a more or less broken state.