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Ideas for A Complete Conversion Mod

Ideas for A Complete Conversion Mod

Questions regarding different ideas for a new mod.

The topic has changed considerably from the original post so I'm giving a little update (I've left the original post below for anyone interested in how the discussion arose).

This thread discusses different ideas and possibilities for an upcoming mod I'd like to create. As time goes by I'll update it with more details but here is the main overview:

 

The Plot

The first three are the New Earth Order, The First Republic of Earth and the Liberatis. All three factions are fighting over Earth. The Republic was the original global government that set out to colonize worlds as a united race. Recently a Civil war broke out between the ex general, now self proclaimed Empress and the Republic. Since the Republic had lived in relative peace, the sudden attacks by the Empress were quite successful in overwhelming the remanants fo the Republic. Due to a coincidence of events, The Empress fell near fatally ill and the Republic managed to sign a peace agreement.

The Liberatis are a rebels faction who disagreed with this peace agreement and continued to fight in order to free earth from it's imperial masters and even the Republic when they get in the way.

After nearly 5 years of sickness, the Empress is healed; However, this time the Republic has managed to build a fleet to fight back. The three factions continue to strugle over Earth.

Far before the civil war over earth, one of the Republic's expeditions deep into the Milky Way galaxy encountered a sentient Silicon based species (name pending). They would appear as robots to us but are actually considered a life forms with emotions and individual thought. They in a losing battle to their distant cousins though, another silicon race that lives with a hive mentality. They are of one mind and have set out to conquer all the stars.

Against orders from Earth, the expedition fleet managed to help the Silicons in driving the Hive from their home solar system. Enraged by their loss, the Hive attacked the Republic killing millions of people across Human settled planets. To stop the invasion, the Republic withdrew it's support for the Silicons and the expedition fleet. Eventually the Silicons and this fleet would encounter many races under siege by the Hive and help to unite them into one Federation.

 

In this mod I'm hoping to develop a number of changes beyond just the different races. Each race will have a unique style of play based on their story based situation ie. the Rebels will have ships, bases and abilities based on hit and run guerilla warfare. ALso to note, there will be 4 ship sizes, in order of size S->L: Frigates, Destroyers, Cruisers, Battleships. The cruisers now in sins will be more like the Destroyers in this mod. Cruisers will then be used as a solo war ship to attack behind enemy lines, usually taking on dual roles (sniper/raider, interdictor/tackler, anti ship/building. Battleships will then take on a fleet support role having abilities like the Akkan range bonus. Almost all of their abilities will be area of effect ie. increased damage, fleet heal, weapons jamming etc.

The New Earth Order (N.E.O.)

Fleets will be based on raw force. They will be slow moving heavy hitting ships, mostly battleships, cruisers and some destroyers. Their frigates will be reserved for spreading culture, colonizing and scouting. They will have a strong economy built on slow but strong progression.

Liberatis

Fleets will be be based on speed one hit abilities. They will have fast frigates and destroyers, some cruisers and few battleships. Example of their tactics: cap killing destroyers, these are destroyers that have only one large laser that can only hit capital ships. They will also have an ability that does heavy damage, but with a long recharge time, meaning they will have to jump into a grav well, use their abilities on a capital ship and jump out. Their economy will be based mostly on using non colonizable resources and stealing resources from other races.

The First Republic of Earth

Fleets will be more midranged. They will excel at using cruisers and strike craft (light, medium and heavy carriers). They will have a very strong economy and excel at rapid development of their empire to sustain their fleets.

Federation

A well rounded race using technologies fom all different races. Their main asset will be adaptability due to their wide range of available ships and technologies. Aesthetics, they will be comprised of all different looking ships, except a captial ship fleet that has been designed specifically for the new federation. They will have a strong economy that can change quickly from production to trade.

The Hive

Their fleets will consist of mainley mother ships. They will have no frigate factory and will be completely dependent on their mother ships to generate frigates and destroyers. This race is all about spamming as many ships as possible and overwhelming their foes with numbers. Their economy will excel at producing metal and crystal but will lack the diplomatic capabilities for trade and will have a penalty to credit generation (credits, for canon reason, will be man hours).

Page 5 for more details: https://forums.sinsofasolarempire.com/329761/page/5/#replies

 

Combat Mechanic

Battleships: These will be the heavy hitters that support their fleets through passive ability buffs or area of effect modifiers. ie. an attack battleship might improve damage and rate of fire. A support battleship might improve shield regeneration and mitigation. A electronic warfare battleship might reduce chance to hit on enemy ships and lower their shield mitigation. 

Battleships will do a lot more damage for their costs compared to frigates and destroyers, but have a low chance of hitting them. ie 80 avg dmg (on each side, F,L,R) but 20% chance to hit frigates and destroyers. They will have higher chances of hitting cruisers and battleships ie 80% (cruisers will be built out of capital ship factories to make this work). I'm thinking they may need one gun each that does damage and chance to hit equal to a frigate*

Cruisers: will do have high damage with high chance to hit. ie. 50-60% chance to hit frigates at 50 avg dmg 80% chance to hit battleships and cruisers. They will be faster than battleships but much weaker in structure. Their abilities will be more self centred (gause gun, ion bolt, planet bombardment, shield regen). These ships will be good at raiding behind enemy lines in solo attacks, or hunting down enemy frigates/destroyers in a fleet.

Destroyers: these ships will be support vessels to the battleships. They will be good at killing strikecraft, repairing, hosting small squadrons, They will do low damage but have high chance to hit for their cost ie 5-10 dmg 80% CTH. They will be fairly fast and well armoured/shielded.

Frigates: Frigates will excel at either killing other frigates/destroyers, or infiltrating enemy lines. ie they will have the speed to get into the middle of an enemy fleet and drop an EMP bomb that stops enemy ships from using abilities for x amount of time.. Their damage will be low against battleships and cruisers although with high success of hitting. ie 5-10 dmg 80% CTH.

 

My hope is to create a fleet structure where Battleships are great at killing other battleships and cruisers while being the main support for entire fleets but lacking accuracy enough to kill the smaller ships. Cruisers will be weak to battleship attacks due to their low HP, but excel at killing enemy frigates/destroyers because their guns will be small enough to hit them. Frigates and destroyers will then hopefully do low enough DPS that they won't be able to focus fire kill battleships in an efficient manor but serve their role by killing one another and supporting battleships directly and distrupting enemy fleet abilities.

*This would be to avoid having a battle where battleships can not defend themselves at all versus smaller ships resulting in a complete stale mate. Hopefully having one gun that can hit will make those battles possible but not all that efficient.

 

I'd really like any and all feed back. If you have any ideas that might fit this please share them here.


Cheers!

 

EDIT

These are some links that Relate the topic and discussion below.

Another link for future use

Moving Battles:

https://forums.sinsofasolarempire.com/317641/#1941610

Ships Creating other ships:

https://forums.sinsofasolarempire.com/330426

Modelling (XSI) and Particle Effects:
https://forums.sinsofasolarempire.com/311916/page/2/#replies

https://forums.sinsofasolarempire.com/305381/page/3/#replies

 Link to Teal's Mod and Research Ideas

https://forums.sinsofasolarempire.com/331735/#1961737

Justin's Mine mod

https://forums.sinsofasolarempire.com/331698

Rescaling in XSI

https://forums.sinsofasolarempire.com/331790

Making Battles more about Fleets rather than a Fleet

https://forums.sinsofasolarempire.com/332389

Modding Pirates

https://forums.sinsofasolarempire.com/332236

Modding Research

https://forums.sinsofasolarempire.com/328126/#1970149

Galaxy Forge stuff

https://forums.sinsofasolarempire.com/174739

Combat Mechanics

https://forums.sinsofasolarempire.com/305565

 StarGates

https://forums.sinsofasolarempire.com/334176

ConvertData

https://forums.sinsofasolarempire.com/320363

         TXT files for Entrenchment

https://forums.sinsofasolarempire.com/334188/#1990795

 

*following is the original post*

 

Hey All, I'm just looking for some feedback from some informed Sins players so that I can then start a modding post and hopefully change the "focus fire" syndrome I experience in most games.

 As I understand now, Shield mitigation climbs the more damage is being delt. After the shield mitigation caps out, all further damage is in essence unrestricted. So if you have 10 ships causing damage and you add another 20, there is no penalty beyond the already maxed shield mitigation. Also, since ships regenerate, any low level damage being dealt to ships is negated.

 What I'm wondering is, if shield and armour regeneration was turned off, would this make spread fire more useful? 

To help direct this thread a bit to the final purpose, modification, I'm gonig to ask this: Is it possible to:

 

A) Turn off ship self regeneration so that repair ships and repair stations can still repair, but ships no longer regenerate. (this is the easiest solution I can think of)

 

B ) Make ships only regenerate when not being attacked.

 

C ) Make ships do less damage when under fire. i.e. if under attack ships damage output is -10%

168,047 views 165 replies
Reply #151 Top

(I actually just meant he lives near the east coast, that's where all the cod be by'e! Off dem der newfy-land shores! Eh By'e?)
End of quote

Yeah that.. works too :P Hi, I'm Annatar and I overcomplicate things.

Reply #152 Top

*hits himself! And I'm Justin and I just got the joke!

 

Well of I go...got 30 minutes to study for exam :).....

Reply #153 Top

Ok I've got the Feds, NEO and FROE ships and stats all done in a spreadsheet. Just need to work them into ship files now. Had a bit of a pause because I'm not sure how different ship entities will be in Entrenchment compared to now. I'm going to save the liberatis for last as they will be the hardest to implement.

 

It seems like starbases, if I can get them to move, jump and produce frigates will be the ideal mothership for the Hive. If anyone has any information on how to achieve this, please keep me updated!

 

Cheers!

Reply #154 Top

Find the weay to convert the data files of entrenchement, open up the text version of a starbase, add a speed to it, set TRUE to the CanJump line and disable the research prerequisites for the frigate update of the starbase (ie. No. prerequisites = 0 and ability "Intrinsic' instead of "withoutBase"!

AND voila!!!

Hope it helped!

Reply #155 Top

Yup it certainly does. The only issue though is that by giving movement abilities to a starbase, those icons overwrite the construction icons. At least on the Argonev anyways.

Reply #156 Top

so you managed to make convertdata workj????

MAN you gotta convert the entire entrenchement folder and send it my way or at least explain how you did?

Thanks a lot

Justin S.

Reply #157 Top

No i didn't. LOL.

 

But i did read posts by other modders.

 

PS If you're at home right now try this:

 

ConvertData

https://forums.sinsofasolarempire.com/320363

 

I postd it in the OP. Look at the second post in that thread. Explains it completely. Pretty easy actually and it's for vista.

Reply #158 Top

Update

 

So I've tried to change the game constants. Since there is only Chance to hit capital ship, bomber and fighter, my entire battlesystem went down the drain. My plan B is this:

 

I've increased the amount of weapons on ships and made the weapon type much more specialised. Anti-XXXX will now do x2 damage to their own class but severly reduced damage to other clases. ie AntiCapitalShip does 2X damage to capital ship armour but .15 damage to light armour. It seems that battleships are getting op now though, and I might have to reduce that even more. Gotta wait until the entire project is done and I can test more.

 

I do have a question though, how would I test the chance to hit criteria? I've reduced them all below 100% to give certain buffs more meaning. How do I know if it's working or not though? I tried to see if the effects would actually miss but they didn't.


Suggestions?

Reply #159 Top

Put chance to hit = -1

That way, you have NO CHANCE of hiting! Load game and test to see if weapon actually does damage or not (youll still get the firing effects though!) If it does no damage..means the -1 is working and thus you can easily chance it to any percentage you want!!

Did that for artillery and works like a charm!

Reply #160 Top

will try it. Thanks!

Reply #161 Top

Quoting Steve, reply 10
You can actually almost get what you want in by changing two values in the gameplay.constants file:

InCombatHullRegenerationPenalty 0.5
considerBeingDamagedTime 10.0

Setting the first to 1.0 will give an in combat hull regeneration penalty of 100%, or no repairing in other words. Bear in mind that in addition to a duration since last damaged (as controlled by the second value), entities are considered in combat if they have any weapons that are cooling down, so ships that have recently attacked won't regenerate hull either.

End of Steve's quote

EPIPHANY

 

So.. originally i wanted to make it so that ships recieved a penalty to damage when under attack. I'm thinking now, if i change this

InCombatHullRegenerationPenalty 0.5
considerBeingDamagedTime 10.0

to

InCombatHullRegenerationPenalty -1.0
considerBeingDamagedTime 3.0

Would this damage ships further if they were being attacked?

Reply #162 Top

Well you just added a - in front of the penalty value..meaning you are now doing the opposite!

In this case, ships in battle will now recover hull 100% faster!!!! So will it damage ships further..to the contrary!

With this on, youll want to constantly keep your ships in battle since itll boost up their regen double time :) 

Reply #163 Top

but i thought the .5 means it regenerates at 50% regular. I thought -1.0 would make it degenerate at 100%

 

No?

Reply #164 Top

Hum...quite ambiguous!!! Damn...

 

Reply #165 Top

Holy Necro! I guess now that we are out of beta, I could get back on this baby.