Stellaris

Stellaris

Advanced Weapons (4.1+)
Ergebnisse 11–20 von 25
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Update: 27. Mrz. 2023 um 19:51

This update seeks to add additional target prioritization to this mod's XL and T weapons for Gigastructures and NSC ships: Battleships remain at a target weight of 2, but Carriers are added at 3, Dreadnoughts at 4, Titans are upped to 5, Attack Moons are added at 10, and Planetcraft are added at 15.

I explicitly did not add target prioritization for Juggernauts or NSC Flagships - it would be kind of crappy if your unique one-of-a-kind special ships got focused down immediately at the start of a battle.

This target prioritization is added to this mod's Torpedoes as well (not any missiles, just the proper Torps). It also adds target prioritization to this mod's Aegis PD and Twin Autocannons against Corvettes and Frigates (just a weighting of 2).

Finally, this update adds an Titan-sized Accelerator Cannon, the Peta Macro-Cannon! It's effectively just a longer-ranged faster-firing kinetic analog of the Titanic White Lance. I may make custom graphics for it if doing so isn't especially tedious or time consuming.

Update: 27. Mrz. 2023 um 2:41

Moderately dialed back the power of nearly every weapon based on feedback of being too powerful versus crisis factions.

The baseline of this rebalance is still the Large tier-3 PPC, now at 80 dps, and PPCs got dropped to +75% armor and shield damage.

Kinetic Artillery and Twin Autocannons are slightly up to compensate for their penalties verus the PPC's flat plusses.

Amoeba fighters now cap out at 90 dps for the Sharks and 120 dps for the Eggs (at Black Death stage).

Ruby missiles of all types sit at 24 dps (48 for sliver-swarms since they're a Medium slot), and Ruby torps cap at 32 DPS (which is a slight buff actually, but they're really very quite slow and tend to get PD'ed down...if PDs are abundant). The size-scaling and range of G-slot missiles still make them more attractive than the S-slot slivers.

White Lances are dialed back to 400 dps, and the Titanic white lance eases back to 888 dps.
Kinetic Artillery is scaled back to be roughly on-par with the Lances, albiet shield-focused.

Additionally, everything was given fairly high AI weights - The armor-hull modules were weighted at 50, making them favored over every vanilla armor component (the highest armor weight iirc is 30). All of the weapons are (for now) weighted to 5 instead of the vanilla 1. In this vein, I hope to have Fallen Empires (and Starbases) actually use and prefer these weapons and components, but allow for room for other mods to make things that are even more-preferred over this mod's weapons. This likely won't affect scripted Crisis factions using pre-generated ship templates.

Update: 23. Mrz. 2023 um 5:21

Updated Amoeba Fighter engagement ranges appropriately, scaling from 125 at teir-1 to 320 at tier-6.
Undefined strike craft engagement ranges defaults to 0 now, for some reason [shrug]

Update: 22. Mrz. 2023 um 4:22

Simple version update.

Update: 20. Feb. 2023 um 17:01

Today's change brings armor components that give bonuses to both armor and hull. They'll need to have unlocked strategic resource extraction techs, crystal-forged plating tech, and Neutronium armor tech. These start out simple with roughly-equivalent bonuses to Armor that Neutronium provides plus a slight bonus over Crystal-forged plating. This develops eventually into very potent armor components that give large and equivalent bonuses to hull and armor as well as a small percentage multiplier to hull strength.

It doesn't matter how much armor or shield you have if your hull is paper-thin, especially if you're taking fire from weapons that pierce through armor and shields, even partially.

Update: 15. Feb. 2023 um 15:49

Substantially dialed back all crystalline missiles: I did not realize prior that a ship's "size" is equivalent to its numerical size in fleet/naval capacity, and is additive on top of the base value; torpedoes at 10 dps and 100% size bonus already do 20 dps to corvettes (size 1), and 90 dps to battleships (size 8). With this, the Guided-slot missiles all cap at 30 DPS now, with Torpedoes retaining their 100% size bonus for a whopping 270 DPS when they connect and Missiles clocking in around 150 DPS when they connect.

Sliver missiles' base DPS was retained, but their size-bonus was dialed back to 25% from 33%, still making them very reliable weapons but better in-balance with other systems; the ruby slivers at 28.5 base DPS still will do about 35.6 DPS to Corvettes and 85.5 DPS to Battleships. These numbers are effectively doubled for the sliver-swarms.

All of these weapons are extremely powerful against Gigastructures planetary craft since they have a size factor of 50 for Attack Moons and 250 for Planetcraft.

Also dialed back amoeba fighters a bit, with black-death sharks peaking at ~120 dps and Eggs peaking at ~160 dps. Still very strong, but hopefully not obscene. I feel comfortable with this.

Update: 14. Feb. 2023 um 12:16

Adjusted up the costs and upkeeps of missile components and amoeba fighter components to T6 from T5

Update: 14. Feb. 2023 um 11:17

Nerfed Crystalline missiles a bit as they were feeling quite strong:

  • Missiles have been slowed down and hit a bit less hard, capping out at about 40 DPS for Ruby missiles, though they retain their long range and good evasion and tracking and their 50% per-size bonus.
  • Torpedoes have been nerfed a little in damage, Ruby torps capping at 72 DPS, but have been substantially slowed down and lost a little more tracking.
  • Amoeba Sharks were slightly nerfed in DPS while Eggs were slightly buffed. Still very strong and considering further nerfage
  • New Sliver missiles for S and M slots with low tracking and low evasion (generally better than equivalent Torpedoes), low health, but very high speed. Has similar damage profile to crystal missiles, and has a 33% per-size-damage buff. Now you too can have your very own Carnival! (Arpeggio of Blue Steel reference)

Update: 9. Jan. 2023 um 1:32

- Fixed Crystalline Missile/Torpedo Speeds being far too fast based on a misunderstanding of missile speed numbers.

Update: 9. Jan. 2023 um 1:05

- Tweaked and adjusted Lances: An overall slight nerf, down to 607 DPS from 666, slightly more consistent damage, and slower rate of fire generally; Lances decrease in fire rate and increase in damage per shot in each tier, and increase in a more stepwise model (50% increase per tier in DPS)
- Rebalanced Heavy Flak, put its DPS roughly on par with T5 Gauss (since it requires that tech), gave it good shield stripping and moderate shield pen, good accuracy and tracking and good range as well as prioritizing missiles and strike craft.