Seleuceia Seleuceia

Testing changes made to Capital Ships

Testing changes made to Capital Ships

 

The current goal of this mod is to balance the capital ships in the game...it is not to change the essence of the abilities, but to rework the numbers so that each ability is useful and all capital ships are solid, viable choices...in some cases abilities will have to be changed on the conceptual level, but most changes are simply tweaks with things like cooldown, duration, and antimatter cost...

A discussion regarding these changes and others is also occurring in Balancing the 3 factions...for real...

I'd appreciate anyone who is willing to test these changes in SP or MP and post their conclusions/suggestions/criticisms here...

The SoaSE Weebly has great info on how to successfully install a mod if you have never done so before or can't remember...

A change log is located in the mod folder itself...

Project Equilibrium v1.0 (updated 7/26/2010)

 

109,972 views 240 replies
Reply #226 Top

I say go for it! A lot of people have helped with this mod...as far as I'm concerned anyone can use it...

I'm considering incorporating this, TOP and myfist0 bug fixes. I like most if not close to all the latest changes so far and still think we should move forward regardless of whether this turns into a MP accepted mod or not. Although the goal should still stay in tact to center this around MP.

Reply #227 Top

I like the changes, but I think we should still consider including SC as a separate group with its own max targets (that's a very solid approach imo).

I'm not set either way on this either...part of my really likes affecting SC since they are so instrumental to FFing...but part of me wants to avoid SC since it will be hard to balance...

As for the numbers: I like the sound of your previous suggestion (40/80/120) but I haven't tested that so I can't say too much about it..

120 SC is 40 Vasari Bomber squadrons or 17 Advent Bomber squadrons or 13 Advent Fighter squadrons...that is a big difference...for abilities like magnetize and flak burst we have no choice but to face the issue...but for animosity we do have a choice to avoid it entirely...

On the rare occasions that I've maxed out my fleet, I usually went for 30 Aerias (600 fleet supply), 8 or so caps ( 400 fleet supply), 70 destras (700 fleet supply), 20 Defense vessels (80 fleet supply), 20 Inconus Gaurdians (140 fleet supply), and 20 Dominas (80 fleet supply)...not necessarily the perfect fleet composition but good for the advent...Vasari and TEC would have probably more since their carriers cost less fleet supply and they actually have useful LRFs for the late game...

In any case, one animosity affects 16/32/48 ships...this full fleet composition has 138 combat ships, so one Radiance could affect about 1/3 of a full fleet...

8 or so caps would probably include 4 Halcyons and one of each other type...lets just say on average each cap had 4 SC...with 30 Aerias and 8 caps that comes to 122 squadrons...using the same ratio with frigates, 1/3 of that is about 40...

So, if the goal for lvl 3 Animosity is to affect 40 squadrons, that can range anywhere from 120 SC (Vasari Bombers) to 360 SC (Advent Fighters) or even more...

So, I'm alright with the numbers 40/80/120 I suppose...

As for the mitigation: This seems fair enough to me, but I haven't tested it yet. However, I still favor an armor boost for Energy Absorption over any buff to its AM regen. The buffed AM regen on Energy Absorption just made the abilities too cheap. The more AM is a limited resource, the easier it is for us to balance abilities by their costs. So if the big mitigation boost to the Radiance convinces you not to buff Energy Absorption's armor, then I vote for decreasing the migitation on Animosity and moving some of that buff to the armor on EAbsorption.

By mitigation, do you mean the damage reduction on animosity? 

So lets take a look at these values...

Adaptive forcefield...damage reduction values are 15%/25%/35%...results in an actual decrease in damage of 13%/20%/26%....animosity has damage reduction values of 20%/40%/80%....if you consider that this ability is only up for 4/7 of the time, the actual decrease in damage on average is 10%/16%/25%...

That is less at level 1 and 2, but almost the same at lvl 3...so, how about we change animosities bonus to 20%/40%/60% (actual values of 10%/16%/21% when duration/cooldown is taken into account)...now, the difference between adaptive forcefield and animosity is 3%/4%/5%...lets make up that difference with armor....

A lvl 1 Radiance with no other bonuses has 4.5 armor...so lvl 1 energy absorption with its +1 armor will actually reduce damage by 3.2%...so that is the value we want...

A lvl 3 Radiance with no other bonuses has 5.3 armor...lvl 2 energy absorption with its +2 armor will reduce damage by 5.8%

Likewise, with a lvl 5 Radiance and lvl 3 energy absorption you get an extra damage reduction of 7.9%...

So, already, animosity + energy absorption is comparable to adaptive forcefield...these values indicate that reducing animosity and keeping energy absorption the same would make the Radiance comparable to the Kol...

However, some other things must be taken into consideration...adaptive forcefield helps block PMs and requires no antimatter...the Kol also has Finest Hour which regenerates hull 15/s for 60s...also, as the Radiance goes beyond level 5 and armor techs are researched, each additional point of armor becomes less and less significant...with all that in mind, I don't see any reason why energy absorption can't have at least some sort of buff...

Here is my proposition...change animosity to a damage reduction of 20%/40%/60% (won't be quite linear with actual values) and then have energy absorption increase armor by 1/3/5 instead of 1/2/3...at first 1/3/5 may seem rather strange, but remember each additional armor point becomes less and less significant, so 1/3/5 I think actually is rather balanced...the AM conversion percentages would be reverted to their original values...

Any chance that this would boost allied ships as well? And should it?

It should and...it should...most abilities affect allies...the new change to this ability is interesting though because it makes the planet more susceptible to bombing, no matter who actually does the bombing (if I understand it correctly)...right now I'm okay with that...the TEC have embargo, the Vasari have Subversion (both which will be in affect regardless of who else attacks the planet) so I don't have any problem with Clairvoyance's new traits...

However, I do wish Flak Burst had a smaller radius than Telekinetic push. Telekinetic push has other advantages of course, but since FB does 20 more damage per shot I liked that Telekinetic push used to have a broader radius. It's a minor issue, but I just liked that kind of subtle factional differences between similar abilities. I think a 3000/3400/3800 FB would still be ok.. But I'm not sure it deserves the nerf.

Hmm, you bring up a good comparison, I didn't really think about this...

I really like the 3000m range at lvl 1....2400m was, I felt, too restrictive (especially given the antimatter cost)...In my recent game testing animosity, there was an enemy Kol that was hitting my bomber swarms...a double tap of this ability hit most of my bombers and cleared them up pretty good...they weren't killed, but a lot of them died quickly to TEC fighters...that loss alone forced me to retreat since I was already outnumbered in frigates...this ability is very powerful...

We have the current values of 3000/3600/4200...we could revert them to the original changes of 3000/3300/3600 or pick somewhere in between (3000/3400/3800 or 3000/3500/4000)...Right now, I'm actually sort of leaning towards the original changes...

On EMP pulse for example, the antimatter increases by 5 every time but the ability only adds 50 damage/antimatter removed every level. Granted the range increases and cooldown decreases every time as well, but I think a slight increase to the effect say 50/105/160 would be better at preventing the diminishing returns effect. Again trivial, and it does encourage the getting all of the abilities unlocked early, but I'm not sure if it is the ideal way to handle the situation.

You and HerrPinguin have a good point...the abilities that have this incrementing AM cost are Magnetize, EMP, Vertigo, and Vengeance...now, all 4 of these abilities are on Support ships (which get the most antimatter)...

EMP had an original cost of 100/90/80...the new cost is 80/85/90...so, would a constant cost of 80 be a good change?

Magnetize had an original cost of 80 and is now 80/85/90...however, magnetize did get a decent buff...I'm not certain on lowering this AM cost, but it is still something worth considering...

Vertigo and Vengeance could do with a constant cost...I would advocate making that constant cost 55 (not the lvl 1 cost of 50) but I'm open to ideas...

Feedback is appreciated...we are at the point where specific numbers are definitely needed....

 

 

 

Reply #228 Top

About Animosity and SC:

You didn't mention my suggestion of setting the SC max # of targets to infinite; do you think that's overpowered?

I really don't have a good feel for Animosity's current balance.. so I can't say at all whether it *needs* the buff of including SC in its target list.  But as you say, I like the idea of including SC because they're key to FF'ing.  A Radiance that could taunt fighters would be very useful for covering groups of LRF in the early/mid game (especially nice since fighters are somewhat wasted vs cap ship armor).  And a Radiance that can taunt bombers obviously has some incredible value for protecting Starbases/modules, HCruisers, and friendly cap ships.  That power could easily save a fleeing cap ship as it tries to phase jump with swarms of bombers bearing down on it.

This puts it in the realm of Telekinetic push and Jam weapons as a powerful defensive ability vs SC swarms.

So I think we should just go ahead and let it affect an infinite # of SC.  It doesn't necessarily need the buff, but this adds a lot of utility and it seems to fit with Animosity's original design goal (i.e., the ability to save nearby friendly ships by redirecting enemy fire).  Like other infinite target abilities, it needs to be balanced by its radius, duration/cooldown, and its AM cost.

I like the idea of it affecting SC more than I care about any of those other factors, so if we're worried about it being overpowered then I'd be happy to see us trade the ability to affect SC with another component.

We could...

-Remove or reduce the damage reduction? (this seems somewhat redundant with the armor buff on Energy Absorption anyway) 

-Decrease the duration? (Since it instantly redirects enemy fire, even a short duration could be used to save a friendly ship... Maybe it could scale as 10/15/20s instead of 20/20/20s?)

-Increase the cooldown slightly? (maybe 40 or 45s?

Increase the AM cost sligtly? (This would probably be a last resort since you mentioned that the Radiance felt AM starved at lower levels).

Jam weapons still has a bigger radius (3500/5000/7000), longer duration (30s), and it cuts out damage completely...  But Jam weapons also costs 70 AM and it has the longer cooldown (40/35/30).  Both abilities can be circumvented by ordering your SC to simply fly outside the radius.

 

About Energy Absorption:

You gave a good analysis.  I just wanted to add that the Radiance has a lot less hull (2200 vs 3000/2650 for the Kol/Kortul), which means that the Radiance's hull is taking damage for proportionally less time and its armor is providing proportionally less of an increase in survivability.  That's another reason why I think it's not so crazy to see high(er) armor on the Radiance.  I also like the idea from someone above about Energy Absorption providing a shield regen bonus, but there's no need to change it unless we think it needs the buff.  Obviously, a shield regen rate increase wouldn't scale the way that damage reduction does.. but we might be able to scale the shield regen with a percent damage value just like the AM regen..

About Clairvoyance:

I'm not jumping to any conclusions about it being overpowered, but I asked about it affecting allies because Clairvoyance is very unique in its ability to cast the 'spell' on any grav well, regardless of range.  That's a bit different than Embargo or Subversion since those abilities require that you actually bring the ship to the target planet.  Assuming it's not found to be overpowered, it certainly adds a ton of value in big team games since a single ship can instantly buff allied bombing operations wherever and whenever it's needed.

 

About FB range:

Initially, I thought the 3000/3300/3600 increments seemed too small, but I learned to accept and appreciate them in combination with the increasing damage and decreasing cooldown.  They give just a bit more of a chance for a double tap to hit a squadron as it's flying away.  3000/3400/3800 would also work.

You might also want to change FB's autocast rules.  Right now it's set to autocast when 5/5/5 SC are in range (i.e., it doesn't change as it levels).  But I noticed that Telekinetic push uses 5/10/15; that makes a bit more sense.  I was even wondering if it might be better to raise them even higher still.. and I've wondered if tweaking the autocast guidelines for other abilities could help the AI use them a bit smarter in the singleplayer game.. But that's another issue.

 

About AM costs:

I don't have really strong opinions on any of these yet.. I feel like this kind of subtle AM cost balancing will take a lot of play time before I can decide if and how they should scale.

But..

I noticed that the AI's Dunov was spamming my Progenitor with EMP almost constantly at level 1.  That's not a very meaningful test of anything, but it is a very powerful ability so maybe we should reconsider the original design and switch to a decreasing AM cost?  We could try 90/85/80?

I like the 80/85/90 on Magnetize too.. but I wouldn't object if someone else felt strongly that it should be 80/80/80.  (Did we ever try to let it target friendly ships?)

55 AM for both Vengeance and Vertigo sound good.  I like the buffs to these abilities a lot (which is mostly the decrease in AM cost).  55 is still pretty cheap.

Reply #229 Top

You didn't mention my suggestion of setting the SC max # of targets to infinite; do you think that's overpowered?

With damage reduction?  Yes.  Without damage reduction?  I'm not sure...

I like the idea of it affecting SC more than I care about any of those other factors, so if we're worried about it being overpowered then I'd be happy to see us trade the ability to affect SC with another component.

In a way I agree...SC are key to FFing and need to be affected...however, I still think some damage reduction is necessary on this ability...think about it this way...

How many times do you use Ion Bolt during a battle?  Sure, it's an ability interrupt, but how many abilities are interruptable?  Not that many...ion bolt is really nice because it stops a fleeing cap ship from phase jumping...you may hardly use it during a battle, but you do use it when the enemy is trying to retreat a cap...though it may not be often, when you do use, you're very glad you have it...

How many times do you use GRG during a battle?  A lot, most likely...it's AM cost is low, and the extra damage is only going to help...yet GRG slows a ship down 100%...like ion bolt, it helps get those fleeing caps...but GRG is different, because it has other effects that are useful even when the ability is continually used during battle...

Both abilities help stop a fleeing capital ship....but one is much better at it (ion bolt) while the other is good for spamming (GRG)...animosity could go either way, it could be something not used much (draws FFing when needed) or it could become more spammable (damage reduction)...

The original intent of the ability was to draw focus fire...so I do agree that should be the primary concern...we had two problems to overcome: 1) getting the ability to work and 2) getting players to actually use it...the ability is overpowered if it affects too many ships since multiple radiances could really wreak havoc...but, if you tone it down so multiple radiances aren't overpowered, then when you only have one radiance this ability really isn't worth it...damage reduction at least makes the ability worth it no matter how many radiances you have.. .

In addition, it encourages players to use this ability since they won't be as fearful of putting their Radiance on a suicide mission....

Even with a damage reduction of 20%/40%/60% (I've decided to lower that third value from 80% to 60%), this ability still is not as good as adaptive forcefield in terms of resiliency...which is fine since it does have other effects...

-Remove or reduce the damage reduction? (this seems somewhat redundant with the armor buff on Energy Absorption anyway)

Energy absorption and Animosity combined are sill not as good as adaptive forcefield...they don't block phase missiles and animosity isn't passive (nor is it constantly up)...it may seem redundant but it is how the Radiance is built...I really think this ability is only going to work if we give it damage reduction...

-Decrease the duration? (Since it instantly redirects enemy fire, even a short duration could be used to save a friendly ship... Maybe it could scale as 10/15/20s instead of 20/20/20s?)

The only problem I have is that at level 3, you still have the same range and same duration...so if you have infinite targets level 3 is still going to be a problem with even 2 radiances (only lvl 1 and 2 wouldn't be as problematic)...

-Increase the cooldown slightly? (maybe 40 or 45s?)

If Animosity had infinite targets, I'd agree with you 100%...but I don't know if infinite targets is the way to go...increasing the cooldown just means you need more Radiances to exploit this ability (it is similar to Phasic trap or distortion field in some respects)...

In a test game, I built two radiances and put one on each side of an enemy fleet...I alternated animosity so that the enemy fleet would turn to shoot one and then turn to shoot the other, constantly going back and forth...the range of 5000m (it actually was probably only 4000 since they were low level radiances) still was enough to pull this off...

This worked without an infinite target limit and without affecting SC...the enemy had SC but it wasn't enough to quickly destroy one of the Radiances outright...granted, this was an AI, but a human player at best would only be able to FF with his SC and move his fleet somewhere else (which means only the LRFs would be able to shoot me)...the enemy bombers constantly hitting on my Radiance were the only reason I had to retreat one of them...if those bombers hadn't been allowed to focus on one ship, I probably would have been able to do that for quite some time (probably till most of the fleet was destroyed or decided to retreat)...

The problem is, two radiances can alternate animosity, making it hard to kill either of them...SC are the counter to this...I didn't try this with repulsion but I think being able to manipulate where an entire fleet goes and what an entire fleet attacks is a little too powerful...

I really do believe damage reduction is the answer here...other measures that make one ship with this ability actually useful are likely to make multiple radiances too powerful...

As a note, here is the version of the Radiance I am currently using and testing:

Affects 36/72/108 individual SC and 16/32/48 ships (original antimatter cost/cooldown/duration)...

Damage reduction is 20%/40%/60% instead of 80% at lvl 3...

Energy absorption gives bonus armor of 1/3/5 (original damage to antimatter percentages)...

I'm not set on this yet, but I really think this ability is quite useful and quite powerful with these settings...multiple instances of this may mean that affecting SC isn't the best idea...I would really like it to affect SC, but I just don't know for certain if it can be balanced (that squadrons vary so much in how many SC are in them doesn't help the matter)...

I just wanted to add that the Radiance has a lot less hull (2200 vs 3000/2650 for the Kol/Kortul), which means that the Radiance's hull is taking damage for proportionally less time and its armor is providing proportionally less of an increase in survivability.

A really good point...this I think would make damage reduction on animosity even more important...

I also like the idea from someone above about Energy Absorption providing a shield regen bonus, but there's no need to change it unless we think it needs the buff. Obviously, a shield regen rate increase wouldn't scale the way that damage reduction does.. but we might be able to scale the shield regen with a percent damage value just like the AM regen..

A shield regen on damage taken is going to run into the same issues we had before with hull regen and it won't help with PMs...if animosity is more useful, the antimatter bonus from energy absorption will inherently be more powerful (and the reduced cooldown on CB reinforces this)...I don't think a shield regen will be necessary, I really believe the slight armor increase and the damage reduction on animosity will be good enough...

I'm not jumping to any conclusions about it being overpowered, but I asked about it affecting allies because Clairvoyance is very unique in its ability to cast the 'spell' on any grav well, regardless of range. That's a bit different than Embargo or Subversion since those abilities require that you actually bring the ship to the target planet. Assuming it's not found to be overpowered, it certainly adds a ton of value in big team games since a single ship can instantly buff allied bombing operations wherever and whenever it's needed.

This is a very valid concern...I don't think it will be overpowered simply because bombing damage is an active benefit...unlike embargo, subversion, and all 3 superweapons, clairvoyance is only going to be giving this benefit if someone is actually bombing a planet...the are many ways in which the TEC and Vasari are great allies (moving starbases and very strong pacts/envoy bonuses)...the Advent have the weakest pacts and envoy bonuses as well as the weakest rushing capability (disciple rushes do have their limits)...I don't think it is inappropriate for them to have another way to assist allies...

 

 

 

Reply #230 Top

Ok.

Just in case it wasn't clear, all of my suggested nerfs to Animosity were dependent on the idea of buffing it to affect an infinite # of SC.  I wasn't suggesting any of those nerfs on their own..

And I definitely agree with you about the value of damage reduction with respect to giving Animosity a secondary use.  It doesn't have to be damage reduction per se, but some sort of secondary buff is definitely nice because it keeps the ability useful even when the enemy is already FF'ing on the Radiance.  Damage reduction happens to work especially well since it actually discourages FF on the Radiance.  Combine that with the taunt function and it makes the enemy want to avoid the Radiance all together, which is a good thing. :)

 

And to be clear about my comment on redundancy: My argument wasn't based on any specific numbers or comparison to Adaptive Forcefield.  I wasn't suggesting that the 1/2/3 or 1/3/5 armor bonus from EA is enough of a defensive bonus for the ship.. I'm just pointing out that we have two damage reducing bonuses on two abilities for the same ship.  One could argue that it might make more sense to give one of those abilities all of the damage reducing power (however much we think is needed), and give some other type of buff/debuff to the other..

 

...Anyway, all of this is just for discussion.  I'm still happy enough with Animosity as it stands, and if no one else feels very strongly about including Strikecraft then I'd be happy to see us move on to other issues..

Reply #231 Top

And to be clear about my comment on redundancy: My argument wasn't based on any specific numbers or comparison to Adaptive Forcefield. I wasn't suggesting that the 1/2/3 or 1/3/5 armor bonus from EA is enough of a defensive bonus for the ship.. I'm just pointing out that we have two damage reducing bonuses on two abilities for the same ship. One could argue that it might make more sense to give one of those abilities all of the damage reducing power (however much we think is needed), and give some other type of buff/debuff to the other..

Okay, I understand where you are coming from now...this is true for the Kol and Kortul who have one "resilience" ability and two support abilities...this was originally true for the Radiance as well...but, two abilities that individually are weak "resilience" abilities (but have other buffs) I think is rather interesting and gives some diversity...

...Anyway, all of this is just for discussion.

Hey, discussion is good...and your input is always appreciated :-)

Reply #232 Top

Since this seems to more or less be coming to a close, I am releasing what will likely be the last update for this mod...

Below is a change log that addresses differences between v0.40 and this most recent update...

v0.41 -- Released 7/25/2010

Capital Ship Changes

-Kol

--Flak Burst
---Range decreased from 3000/3600/4200 to 3000/3300/3600

-Radiance

--Energy Absorption
---Damage converted to antimatter percents reverted to 5%/10%/15%
---Armor bonus increased from 1/2/3 to 1/3/5

-Dunov

--EMP
---Antimatter cost decreased from 80/85/90 to 80

--Magnetize
---Antimatter cost decreased from 80/85/90 to 80

-Rapture

--Vertigo
---Antimatter cost decreased from 50/55/60 to 50

--Vengeance
---Antiamtter cost decreased from 50/55/60 to 50

-Revelation

--Clairvoyance
---No longer reduces bombing cooldown of friendly ships at target planet
---Now increases target planet's susceptiblity to bombing by 10%/20%/30%

Reply #233 Top

what are the cumulative changes from the base game? 

Reply #234 Top

Quoting aaa11, reply 233
what are the cumulative changes from the base game? 

Assuming I didn't miss a patch somewhere, I think it is...

-Kol

--Gauss Rail Gun
---Antimatter cost decreased from 75 to 40
---Damage increased from 325/650/975 to 600/900/1200
---Now decreases target's weapon cooldown by 33%
---Duration increased from 10s to 10/15/20

--Flak Burst
---Range now 3000/3300/3600
---Cooldown decreased from 12/10/8 to 10/9/8
---Damage increased from 30/45/60 to 40/50/60

--Adaptive Forcefield
---Changed to passive ability

--Finest Hour
---Antimatter regeneration decreased from 5 per second to 3 per second
---Hull regeneration increased from 10 per second to 15 per second

-Radiance

--Animosity
---BuffTaunt now reapplies itself 1000 times a second
---Max number of targets increased from 8/16/32 to 16/32/48
---Now gives 20%/40%/60% damage reduction

--Energy Absorption
---Armor bonus increased from 1/2/3 to 1/3/5

--Cleansing Brilliance
---Cooldown decreased from 120s to 90s
---Duration decreased from 8s to 6s
---Damage per second increased from 250 to 500
---Radius of column decreased from 1000m to 750m
---Destroying target no longer ends ability

-Sova

--Missile Batteries
---Cooldown decreased from 35s to 35/30/25

--Heavy Strikecraft
---Physical damage bonus increased from 12%/24%/36% to 15%/30%/45%
---Armor bonus increased from 2/3.5/5 to 2/4/6

-Skirantra

--Scramble Bombers
---Duration decreased from 120s to 60s
---Antimatter cost changed from 50 to 45/50/55
---Cooldown time decreased from 35s to 24s

-Jarrasul

--Colonize
---Planet now temporarily has an extra 1/2/3 constructors
---No longer provides a structure build rate bonus
---Duration changed from 240/480/720 to 600s

-Dunov

--Shield Restore
---May now cast ability on self
---Now restores 50 shields per second for 5s in addition to current buff

--EMP
---Range increased from 4500m to 4500/5000/5500
---Antimatter cost decreased to 80
---Cooldown decreased from 50/45/40 to 30/25/20

--Magnetize
---Antimatter cost decreased from 80/85/90 to 80.
---Max number of targets increased from 8/12/16 to 1000000 (essentially infinite)
---Max number of strikecraft that can be destroyed increased from 8/12/16 to 16/24/32

-Rapture

--Vertigo
---Range of casting ability increased from 4500m to 6000m (range of buff unchanged)
---Antimatter cost decreased from 50/55/60 to 50.

--Vengeance
---Antimatter cost decreased from 50/55/60 to 50
---Cooldown changed from 30/35/45 to 30/35/40
---Duration increased from 20/30/40 to 30/35/40

--Domination
---Cooldown deacreased from 60s to 45s

-Antorak

--Distort Gravity
---Antimatter cost decreased from 65 to 40
---Cooldown decreased from 45s to 30s
---Ranged increased from 5000m to 8000m

--Subversion
---Ability no longer requires user to target planet
---Ability no longer stacks
---Antimatter cost decreased from 100 to 50
---Cooldown increased from 75s to 120s
---Structure and ship build time penalty increased from 50%/100%/150% to 100%/200%/300%
---Duration increased from 300/450/600 to 360/480/600

-Marza

--Incendiary Shells
---Fixed bug where debuff was cancelled by successive shots
---Now temporarily decreases target's armor by .5/1/1.5

--Missile Barrage
---Range decreased from 10000m to 8000m

-Revelation

--Guidance
---Is now a passive ability
---Range is 8000m
---Reduces antimatter cost and ability cooldown for all friendly forces by 10%/20%/30%

--Clairvoyance
---Duration increased from 90/120/150 to 90/180/270
---Now increases target planet's susceptiblity to bombing by 10%/20%/30%
---Buff will still affect ships entering gravity well after ability has been activated

--Provoke Hysteria
---Cooldown decreased from 180s to 120s
---Percent of planet population killed per second increased from .75% to 1%

-Vulkoras

--Phase Missile Swarm
---Range increased from 5000 to 6000/7000/8000
---Max number of targets increased from 3/5/7 to 24
---Antimatter cost changed from 90 to 80/90/100

--Assault Specialization
---Bonus damage against structures increased from 60/120/180 to 120/240/360

 

Total Stats, 26 out of 60 capitalship abilities changed (quite a few were reworked), all capitalships but the Kortul, Progenitor, Akkan and Halcyon had at least one ability changed, and the Kol was the only cap to have all four abilities altered.

Reply #235 Top

Thanks GoaFan...

The only change error in there is that animosity lvl 3 grants 60%, not 80% damage reduction...this change was made in v0.41 and I failed to include it in the change log, my bad...

Also, there is this thread...

[MOD] Project Equilibrium

v1.0 (Which is essentially v0.41 but with a fixed change log) is linked there...as other components of this mod are completed the will be compiled there...

Reply #236 Top

thanks

i'm hoping this will allow more options for starting caps

Reply #237 Top

may i suggust increasing the battle ship speed to 550... and decreasing the carrier speed to 500?  minimal changes... but I think it will help with carrier kiting, and lack-o-battleships.

Reply #238 Top

may i suggust increasing the battle ship speed to 550... and decreasing the carrier speed to 500? minimal changes... but I think it will help with carrier kiting, and lack-o-battleships.

I agree that the capital ship speeds need to be re-evaluated...but I think this may be taking place in GoaFan's thread...

Reply #239 Top

I don't think I'd want to actually decrease carrier capital ship speed (at very least unless LRF and heavies are getting a speed decrease as well).  I'd be more inclined to increase every other capital ship's speed and leave the carriers as is.

Reply #240 Top

I agree...carriers are the baseline, everything else the same or faster...