Organize and track all modding changes to Sword of the Stars (mine and 3rd party)
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Organize and track all modding changes to Sword of the Stars (mine and 3rd party)
This may not be possible, but would make it much easier for smaller ships to take on DN fleets, at least whittle them down over time.
Requires #56 to be completed first
There is a very nice shadowing effect for all technologies that exist. These are overwritten when the technology unlocks. Makes it easier to see what exists and what paths you might need to go down.
This might not be possible.
Ideas:
These ship sections help too much on the star map and negate the need for sensor stations. Especially OP for Hiver (but also bad for everyone else)
Ideas:
Try to break up the duopoly of engine tech upgrade immediately followed by drive tech upgrade.
Drive level 2 (Improved StutterWarp, Shaped Hyper Fields, Void Carver Drive) should be alternatives to Fusion (similar cost, and similar benefit)
Drive level 3 (FlickerDrive, Warp Drive, Void Mastery drive) should be alternatives to Anitmatter (similar cost, and similar benefit)
Complication:
There may not be existing combinations of Drive level 2 + Fission, and Drive level 3 + Fusion. If not, how easy is it to create new models (change particle effect colors?)
Alternative, is to add additional prerequsite requirements to the drive tech upgrades so that fusion + level 2 & antimatter + level 3 are broken up a bit.
Weapons scale up in damage faster than ship HitPoints do.
This is compounded by more weapon upgrades are possible than armor upgrades. So each player can get easily screwed on armor technology and thus become a "glass cannon"
Weapons scale up to 250% percent (example 150dmg -> 400dmg)
While armor scales up only by 100%. This means in decked out end game technology ships die over twice as quickly.
Solution
Also consider switching the name of Quark Resonators with Adamantite Alloys. Quark sounds more advanced than a simple Alloy.
Having to choose where to put slaves is an annoying mechanic.
Adjust slave capture efficiency at CR & DN tech.
Does not apply for Zuul
Does model for this exist?
Nerf population bonus.
Unlocked by Arcology construction.
Point defense is too effective at neutralizing missiles and especially fighter craft.
Options
Adjust or remove "The Herald". Not a fun mechanic since there is no warning, and no way to catch him. Often causes capital to riot which permanently damages infrastructure.
Grand Campaign
Push back galactic threats minimum turn
Incoming asteroids (more)
Swarm arrive distance
added variance to when new swarm queens are made
Asteroid monitor distance tweak and rotation speed.
Increased bonus for killing locust menace
added variance for number of CROWRUINS spawned
Grand Campaign VN tweaks
ships per child
sats per child
Final solution min turn
More distant home world
Ongoing: Research other mods that might have useful tweaks.
It doesn't make any sense to take over a colony in this way. It also gives free-terraforming
Fix inconsistencies in drive tech scaling (see wiki)
We should encourage players to have to return to shipyard stations for major fleet repairs.
It MUST do something because its auto-grant #15 if player is Morrigi... so it must be useful
Add multiple tiers of farcasting (if possible) (maybe some optional tiers)
Ramscoops directly from fusion without needing long-range fusion drive.
Increase gate cost?
Increase gate maintenance cost?
Increase gate capacity per gate, but fewer gates? How would the AI handle this?
Rather than have them stuck at some default engine tech level for the entire game different versions of the ship can be unlocked and produced at different engine tiers.
This will not be effected by drive upgrades.
applies to: Construction
, propaganda
, police cutters
, freighter
Does not apply to node bore
or gravboats
.
Its unknown how the AI will react to this, but if they cost the same it doesn't really matter.
What is STUTTER_SYSTEM_INFLUENCE_RADIUS
?
The AI seems incapable of building grav-boats.
Idea:
Add grav-boat effect to tankers/refineries/support
Repurpose the grav-boat model for something else?
Extended range ships do not scale properly. The section gives a flat bonus to range, which means it becomes dwarfed by engine upgrades very quickly.
Solution:
Change extended range ships to have a small refueling multiplier (like tankers). Maybe 2x or 3x. That way as their engines upgrade their bonus upgrades as well.
Consult other mods for how to do this.
What is SPECIESCOLOR
?
Do the sensor mods actually work?
Indpendent Colony Color is here: StrategyVars.txt
Hopefully this could help address the massive income scaling that ends up trivializing technology research later in the game.
The AI is exempt from all maintenance costs, so this would be a straight up boost to the human player's difficulty without effecting the AI.
Hopefully we could adjust the cost per mission type instead of only per class of ship.
Some common settings in game should have a "debug mode" where it'll make my testing much faster.
Script should automatically modify files as necessary BUT not save changes to the repository.
The AI won't build them, so they are a boost to the players only.
Perhaps we can switch out all aspects of DE freighters in favor of the CR variant? (model, price, income etc)
This should help the AI remain competitive.
However keep modular construction + benefit.
Move it down to "mega freighters position". But boost its cost.
All defense platforms are fairly terrible because they are spread out around the planet
Applies to:
Gravity Mine
Gravity control
Tractor Beam?
This will slow down the CP scaling a bit.
Asked
Try to break up the duopoly of engine tech upgrade immediately followed by drive tech upgrade.
Node Focusing should be an alternative to getting fusion. Similar cost.
Node Pathing should be an alternative to Antimatter.
Complication:
Is there an existing drive section for Node Pathing Fusion? If not, how easy is it to create one?
Alternative, is to add additional prerequsite requirements to the drive tech upgrades so that antimatter + node pathing are broken up a bit.
TODO: determine connection percentages
(Human:100 Zuul:70 Hiver:100 Tarkas:90 Liir:40 Morrigi:95)
Specialized weapon systems should be more effective at planetary conquest than standard ship-to-ship weapons.
Encourages speciality weapons such as plagues, assault shuttles, siege driver etc.
Cruisers supplant Destroyers too early in the game. We need to slow down the adoption of Cruiser tech.
The real problem is destroyers die so damn easily to cruisers. So the game changes dramatically when cruisers come out.
Options:
data synergy
(cruiser CnC) technologySee follow up issue in phase 3
Data Correlation is very useful, no reason to gate it off an optional side track.
Advanced CnC is basic combat controls. It should be gotten very quickly by everyone.
Hiver have very little use for tankers or refineries. Their ships have too much range.
Ensure that hiver specific range upgrade technologies (and ram scoops) are useful and desirable.
Scale travel distance to a number of turns travel at all levels.
Reduce hiver default ship ranges (number subject to change)
BEWARE the hiver AI seems to be having problems as is... do not make them even worse.
Wraith abductors are terrible.
It makes more sense to be closer to the shield and energy tree than a real projector
It should require both groups "projector" and "shields"
Doesn't need a connection to shield mk 4
Options
Split how Zuul drive tech operates. They are supposed to have reverse engineered human drive tech. So they should have 2 components, the node boring, and the node focusing.
If possible add additional technologies for them to research with appropriate text.
Their drive speed should ALWAYS be slower than the equivalent human technology though.
OR
They could have their speed permanently fixed at Node Focusing level. Depends how human drive speed is reworked.
Complication:
This would likely require additional engine sections to be created, with possibly unique visual effects (color changes?)
Human and Zuul currently only have 50% & 60% chances, and arguably need it the most due to node restrictions.
Create a new connection from Pulsed Fission (requires tech line connection)
Goal is 90% chance all paths combined to unlock it.
AI should prioritize the same early economy boosting technologies that players do.
Data\Strategy\AI\aitechpri.csv
A good starting point is to base the priorities on those technologies that are automatically granted by the difficulty slider.
https://github.com/matthewhively/sots_mod/wiki/enhance-the-AI
Micro fusion drives link off root missile tree.
Now branches to Heavy Planet, multi-warhead, interceptor missiles.
Also move heavy planet missiles to branch from there as well. This should delay the inclusion of Heavy Planet missiles until mid-game.
Search other mods for interesting missile upgrades as well.
Phase 2
Give a unique benefit to all level 1 xeno techs
Morrigi already gives bonus to learning other xeno techs
Zuul already gives access to war section (I might want to change this to something else)
Need some ideas
I want to take some large files and break them down into logical groups.
Factions should be able to learn the vaccine to a particular plague without needing to have learned the plague technology first.
The plague technologies should obviously lead to the vaccine with a high probability.
This would enable the vaccine to be salvagable from any race that uses it against you.
NOTE: tech connection not required to be modified.
Is it possible to give LESS than a 1% chance for something to be available? It would be strange to have those as options from the start of the game.
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