Stellaris

Stellaris

Damage Bonus Reversal
108 kommentarer
Porev  [ophavsmand] 7. nov. 2024 kl. 13:27 
@Geronimo98
Should be fixed now.
Geronimo98 31. okt. 2024 kl. 15:41 
does not work with the newest update. it just zeros all damage, range, fire rate, tracking and all other attributes to laser, kinetic, missile and torpedo weapons
Smooth Brain 15. sep. 2022 kl. 3:25 
Still works for 3.4.5
Porev  [ophavsmand] 3. juli 2022 kl. 6:40 
@Scr(A)tch
Good points, thanks!
Scr(A)tch 25. mar. 2022 kl. 11:09 
I made a similar mod for personal use and I noticed there are new weapons Paradox added to the csv file but not the excel, those are missing from your current mod build. They are Dragon Ice weapons (x3) and Deluge Planet Killer. Also you may want to switch the tags of weapons listed in other files than energy and projectile like mining lasers in 00_weapons_critters_mining_drones.
Porev  [ophavsmand] 4. jan. 2022 kl. 1:23 
@Boss Poltroon
That's correct. Disruptors and lightning-based weaponry is unchanged.
Boss Poltroon 31. dec. 2021 kl. 11:01 
Do I assume correctly that this mod doesn't affect disruptor-type weapons? in the vanilla game, they are energy-based, but ignore both shielding and armor to do (highly variable) direct damage to a target's hull.
Boss Poltroon 18. dec. 2021 kl. 18:43 
Thanks a ton for this! The vanilla conception of which type of weapon damages which type of defense is just super counter-intuitive to me, prolly cause I play alot of Elite: Dangerous.
That Random Alien 25. nov. 2021 kl. 20:12 
I was honestly confused when I saw Railguns aren't good at destroying armor, but are at shields, like...what? XD Thanks for this mod lad!
JohnnyBravo40 27. sep. 2020 kl. 0:30 
wish they had the options for both then, pick the type of armor, and type of shields. Hate kinetic? get kinetic deflectors and reactive armor, just hope to shit the enemy isn't using lasers. (also i think kinetic should have penetration for armor, if it pens it does damage if not then no damage, and lasers could have flat damage reduction from armor, melting the armor for it to cool again on spot doesnt do a whole lot)
SheTheTDE 31. aug. 2020 kl. 21:23 
"Yeah, there are two commonly used sci-fi setups:
Reactive armor that protects from shaped charges and energy shields that protect from particles/heat.
Ablative armor that protects from heat/radiation and kinetic deflectors that protect from, well, kinetics."

I use a scifi setup that's different to either of those but probably less common. Basically I treat the armour as a part of what you're defending and make the shield do all the defending. Kinetic energy is an energy after all so a shield that blocks or deflects all forms of energy renders you untouchable. And blind. Light being also energy.
MainTerranGallian 2. juli 2020 kl. 1:51 
patch for Additional Vanilla Weapons?
creatorcharlie 20. maj 2020 kl. 20:02 
energy on energy metal on metal just how I like it.
Fenrir (Away maybe for long) 6. mar. 2020 kl. 5:02 
i will check that rofl
Porev  [ophavsmand] 5. mar. 2020 kl. 17:20 
@Oberon
I've just checked and it works. Huh.
Are you sure the new launcher actually loads DBR? And it's not possibly being overridden by another mod?
Fenrir (Away maybe for long) 5. mar. 2020 kl. 13:57 
@Teneb Kel
Hello, can you update the mod please? the reversal doesn't reverse "damage type" anymore :'(
Porev  [ophavsmand] 13. dec. 2019 kl. 3:29 
@Captain Jin
DBR was designed as a flavor mod for Team Nessassity and later we decided to make it public.
We generally don't min-max and don't play competitive multiplayer so I can't really say. You should probably try, I doubt the games will be horribly imbalanced.
Jin 12. dec. 2019 kl. 18:05 
Is there anywhere I could read how this affects combat/fleet composition meta? I love the idea of reversing weapon priorities but since it's not a direct inverse (and weapon firerates, damage, and range aren't really taken into account) idk if this will cause MP games to become horribly imbalanced.
Veno_Aug 2. sep. 2019 kl. 9:21 
@Teneb Kel
Okay ^^_^^
Porev  [ophavsmand] 2. sep. 2019 kl. 9:18 
@Veno_Aug
The AI is aware of the changes, because weapon flags are reversed too.
Veno_Aug 2. sep. 2019 kl. 7:59 
Does the AI know of these changes, or will they balance their ships opposite of the new balance?
zulu9812 19. aug. 2019 kl. 14:17 
I would love to see this mod updated and expanded for compatibility with more mods. The issue with this mod has always been that it's difficult to maintain said compatibility because the weapon stats seem to be set on an individual basis. I wonder if there is a way to set a global modifier that places these adjustments on a type by type basis?
Atretador 21. juli 2019 kl. 14:21 
update for 2.3?
Quickdraw6 19. mar. 2019 kl. 0:27 
Aha, such a simple concept for a mod, yet so welcome. Kinetic deflectors have always made much more sense to me than literal "heat-shields." Plus if they relied on shields to protect from radiation/heat, then shieldless ships would be pretty deadly to fly around space in.
Porev  [ophavsmand] 14. mar. 2019 kl. 8:19 
And... fixed.
Porev  [ophavsmand] 14. mar. 2019 kl. 6:51 
@Wortheda
I'll check this out ASAP.
Worheda 14. mar. 2019 kl. 6:45 
Either this mod or the Extra Ship Components patch messes up the null void beam. When I used them, the null void beam did 1-1 damage, had 100% accuracy, 0 cooldown, 0 tracking, 0 range, and no bonus/malus against shield/hull/armor.
Papa_Aetherius 28. feb. 2019 kl. 1:54 
And this Zero laser has an strange fight power. It gives a fleet up to 20k fight power. Thats strange.
Papa_Aetherius 27. feb. 2019 kl. 18:06 
What does the zero matter laser? kill the shields immediatly?
Artemis 8. feb. 2019 kl. 19:12 
Thank you Teneb!
Porev  [ophavsmand] 8. feb. 2019 kl. 2:26 
@Artemis
No, it doesn't. Missiles and strike craft are unchanged. It's also compatible with 2.2.5 (beta).
The csv file with damage values has not been changed since December 11.
Plerion 7. feb. 2019 kl. 20:48 
Isn't that a 2.2.5 (beta) feature?
Artemis 7. feb. 2019 kl. 18:15 
Does this modify strike craft? They got a huge buff in the latest patch, and I want to make sure this doesn't revert them back to their unbuffed state.
Porev  [ophavsmand] 7. feb. 2019 kl. 6:55 
Yeah well screw this. I'm definitely changing it to 2.2.* :)
Plerion 7. feb. 2019 kl. 5:49 
Sorry to be that guy, but game just got updated, maybe you should mark it as 2.2.* :P
Porev  [ophavsmand] 5. feb. 2019 kl. 18:06 
Yep. And it does the same with ESC txt files. Actually with any component template txt files.
Briggs 5. feb. 2019 kl. 17:29 
So you have a program that parses the CSV and then outputs the damage reversed files? Nice.
Porev  [ophavsmand] 5. feb. 2019 kl. 17:12 
Yeah, the weapon_components.csv hasn't changed since December 11.
LokiCharms 5. feb. 2019 kl. 15:00 
It works for 2.2.4 as well ;)
Plerion 5. feb. 2019 kl. 8:57 
Thank you!
Porev  [ophavsmand] 5. feb. 2019 kl. 8:38 
@Plerion
It's supposed to but I'll rebuild the files and bump the version number today. Just in case.
Plerion 4. feb. 2019 kl. 23:37 
Red exclamation mark noob here; I guess this still works with 2.2.3? :)
Jin 21. dec. 2018 kl. 1:22 
<3
Zia 11. dec. 2018 kl. 12:04 
Beauty.
Toc 11. dec. 2018 kl. 7:14 
Praise be \o/
Porev  [ophavsmand] 11. dec. 2018 kl. 6:30 
Updated for Stellaris 2.2.2beta. Should work in 2.2.1 as well.
Zia 8. dec. 2018 kl. 7:45 
I love the tone of this. Here's hoping it gets a 2.2.x version
Fenrir (Away maybe for long) 19. okt. 2018 kl. 3:32 
thx
Porev  [ophavsmand] 19. okt. 2018 kl. 2:59 
@Oberon
Done :)
Fenrir (Away maybe for long) 16. okt. 2018 kl. 9:15 
@Teneb Kel
Can you update it for the 2.1.3 or at least for the 2.1.* please ?

I like the idea of this mod^^
Doing the impact for laser/shield and kinetic/armor like we know with our own physics law^^