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Paradox games are actually pretty easy to mod as almost everything can be modified/created through a text editor like Notepad++ (just, don't use the regular notepad). And I'm pretty much self-taught with help from the time I spent learning Computer Sciences.
However, some things are pretty hard to do. Even when I was working on this mod, I had a document in which I classified the difficulty of everything I had to do so that I knew on what to focus.
However, the one big issue with Paradox games is the amount of files you need to work in to build a brand new component and Events are an absolute pain to cross-reference.
:-)
"Spinal Mounts that go to 11"
The Stellaris devs have FINALLY realized how bad XL weapons are in their default version.
The bad news here is that it means that once Stellaris 1.3.2 launches sometime next week, this mod will become very much less useful unless you really want overpowered spinal weapons.
The good news for this is that it means that to keep the mod relevant, Tier 3 and 4 XL weapons will come much faster. And most of the heavy damage of the "current Tier 2 weapons" of this mod will be moved to Tier 3
I feel like the planned "Space UN" will be VERY useful as Paradox could inspire themselves off historical regulations that have been passed like the one which limited the size of Battleships.
You may also want to look at the code the NSC folks use to restrict thier "Flagship" class.
yeah, it might be, balancing is a pretty finicky thing to do... the main problem I have is that I definitely balanced those for "1 Spinal-equipped ship" at a time.... but of course, even though it's hard to use more than 8-15 Battleships, it is still 8 spinal weapons at a time...
Barring any need to balance the weapons or their techs again. The next update SHOULD introduce new weapons.
Of note are:
1. A 12 to 28% nerf on Energy Lances' damage since they can partially pierce shields and currently have... enough range to take out about 80% of a level 6 Spaceport before they get to engage with their brawling weapons.
2. A small increase to the minimum damage of the Cannons for nor particular reason. Note, it's small relative to the current strength of Cannons.
3. Build and Power cost changes for all Spinal weapons. Overall, they're more expensive in terms of Minerals and their Power costs tend to vary with the lances' being spiked. I may need to eventually rebalance Lances.
4. Secret something. I'm not even sure it'll be findable. But that secret something is still heavily in development.