conKORDian

conKORDian

Joined Member # 6777643
8 Posts 12 Replies 615 Reputation

With adjusting the air balance please take a note on the following: 1) Here is no option to intercept squad of Strategic bombers or Air harbingers. T1 interceptors are too weak and have no armor penetration. What about T2 interceptors? 2) Here is no option to set patrol route for interceptors from factory. It cause the unnecessary micromanagement.

15 Replies 166,929 Views

Seems it's not possible. @GeneralsGentlemen, please count it as the feature request for modding. One of goals of my Imbalance pack - adjust behavior of units to fully utilize their capabilities without changing the specifications. So that's about it.

1 Replies 19,206 Views

Hi. I'm trying to align units according their position in column CostToEffectiveHP https://forums.ashesofthesingularity.com/484908/page/1/#3688801 So Brutes should be in front with Zeuses. Dread should be in center. Nemesises are behind them all. I found parameter Child Formation Y Offset in UnitTemplates, but it affect only position of "Core unit" in army, usually dreadnought. What am I missed? &nbs

1 Replies 19,206 Views

Updated to 2.5 Major changes: 1) Units will keep range, where they can deal at least half of total DPS. Removed small sight range buff for long range units (this was not listed) 2) Air rebalance: Not changed 3) Range buffed by only 50%. With reduced cost of radar upgrades it's enough In 2.5 radars have enough range 4) Substrate got&nbsp

20 Replies 110,512 Views

It would be good to have the option (checkbox in army unit list) to enable auto queuing lost unit for armies. Why is it so important? It reduce micromanagement, as mentioned in game goals Frigates and cruisers will get second life in late game. As mentioned here https://forums.ashesofthesingularity.com/484989/page/1/#3689217 [quote]End game now feels like a dread fest for the most part as

6 Replies 57,833 Views

My thoughts on it: Air scouts are good as damage soakers for AA. Air Rampager and Air Marauder are good damaggers. Hera have too low DPS per cost. But decent HP buffer. Mauler just have too low DPS. With main gun that can deal about 40% of damage on full range - I believe mauler need some care. Eye of Darkness have lowest DPS per cost value. But its main weapon have AOE 200. Let's see how it work in action.

6 Replies 38,362 Views

Hi! I've made the table to compare unit effectiveness by cost. EffectiveHP = shields+HP*(1+armor*0.5) DPS = damage per second of all mounted weapons + DPS of all drones this do not count DPS of inactive weapons on dreadnoughts Armor piercing have bonus equal of 50% of AP value. I assume that not every unit have armor and bonuses of armor piercing is halved in this calculation. Effective cost = metal + radioactives*2.5

6 Replies 38,362 Views

Changes since first version: Updated to 2.4 1) Units with max range greater than 500 will try to stay at maximum range of their weapons (but not greater than 800 - enough to outrange other units) 1) Units with keep range, where they can deal at least half of total DPS. 2) Air rebalance: HP, shield and shield regen halved <span st

20 Replies 110,512 Views

[quote]Mods are now able to assign a Quanta cost to buildings, using the BuildingTemplates.csv file. Mods are now able to modify Physics, using the RigidBodyTemplates.csv file. Mods are now able to modify unit movement, using the FlockerTemplates.csv file. Mods are now able to modify Formations, using the FormationTemplates.csv file. [/quote] Thanks :) [quote] Air & Anti-Air Adjustments Air units had more health th

23 Replies 224,234 Views

[quote who="GeneralsGentlemen" reply="11" id="3684785"] In the meantime, putting it in your steam directory will work, but backup your files first or prepare to validate game files when you want to go back to vanilla. [/quote] Yes, archive with the mod contain backup of original files.

20 Replies 110,512 Views

[quote who="GeneralsGentlemen" reply="12" id="3684793"] I've experimented with modifying height values for planes. I tripled the height of the Fury, and the Sky Cleanser seemed completely incapable of hitting it. This no doubt effects performance of anti-air weaponry. [/quote] Did you change the projectile speed of AA weapons (as in this mod)? If air unit fly high and have enough speed - then weapons with slow projectiles won't be able to hit.

20 Replies 110,512 Views

[quote who="bbc6rgf57ytty5yxyw5gt" reply="1" id="3684087"] Do the long range units still backpedal? [/quote] Yes, they do. If unit can use range advantage - unit should use it. [quote who="GeneralsGentlemen" reply="3" id="3684158"] I think you'll find some huge balance issues caused by the changed to range. For example, if Reapers stay at the maximum attack range they are unkillable wby the short range Zeus. [/quote] I played a last mission in Genes

20 Replies 110,512 Views

Major changes: 1) Units will keep range, where they can deal at least half of total DPS. Why? It is strange that units forced to not use the advantage in range. Balance issues should be solved using other way. Results: Ranged units survive much better Units tend to form kind of frontline instead of dogfighting. Looks better. Defense became less effective becaus

20 Replies 110,512 Views

Hi. Thanks for the detailed answer. "Min Firing Range (meters)" in SteeringModuleTemplates is what I need exactly. I've made a script that go through data files and adjust "Min Firing Range (meters)" for units with range > 500 and set it equal of best weapon range of current unit. Results seems . . . promising. [quote who="GeneralsGentlemen" reply="1" id="3682694"] but when you do that, the Artemis will automatically back away from enemy un

5 Replies 22,967 Views

Hi. I trying to set units keep their optimal range instead of just rushing forward. "Leash" in SteeringModuleTemplates seems responsible for that. I changed "Default Leash" for Cronus to 1000 and "Aggressive Leash" to 1850, but Cronus despite of orders keep distance to target around 1000. For which stance is "Aggressive Leash" responsible?

5 Replies 22,967 Views

Actual result: With rally point I can only move units build in factory to specified place. Expected result: I can set waypoints with shift. I can set rally points with "Attack", "Guard" and "Patrol" commands. Example: I build interceptors in air factory. I want them to patrol over my territory. It would be good if I can set "Patrol" rally points in factory and forget about it.

5 Replies 30,153 Views

Actual result: Factory can't assist another factory or unit (army). Expected result: Factory can assist another factory. For example we have factory A and factory B. Factory A have repeated built query with Medics. I select factory B, then right click on factory A. Then factory B help factory A to build its query. Units built in factory B go to rally point of factory A. Factory can assist unit.</

2 Replies 5,018 Views