The spread Info on the upcoming arrival
rebalancing and stuff
Published on November 20, 2007 By Pithlit In Sins Modding
Well, i have made my way into the deep depths of the gamefiles, snooping around for interesting stuff, so i´d be ready to mod the game full scale when its out.
I really like the easy way you can change values and stuff in the game (although some files are a bit unstructured )
So i have thrown together a little mod, that i hope you can enjoy.
I have made a few testruns against the Ai and everything seems stable and nice
But i want to write down the changes for you so you can make suggestions or give me feedback.
The mod does not completly rebalance all units, it takes the TEC units as a given standart and balances the vasari around that!

This mod is mainly a Vasari rebalance with soft counters
Yes, i know they are not meant to be tanks, but for the love of more diverse races i like to play them that way
Currently the vasari are simply stronger and more expensive in my mod, but play the same (although you need other tactics as you have much fewer ships to defend your empire).
i will add more diversity as time progresses and i understand the gamefiles better.

So general changes to vasari:
Ships are approx double as powerful (+~45% staying power +~45% firepower)
Ships cost double amount of all res and double of supply (only exception are caps with 60 instead 80 supply to get the current ai working with the changes)
Originally (and i still want that) they need 80 supply for their caps, so that they can´t build a flagship right away (as its so powerful) they have to research extra supply somewhere first. this slows down their expansion quite a bit, but they can also work with frigs to get planets in the beginning.
Sadly the AI wont do anything if it doesn´t get their Flagship :/
I´ll try to find a workaround for that, but for now if you want Ai battles the supply for vasari Caps is 60 (and thus their early game might be overpowered)
If you are interested in pure vs Human gaming i can release a version where they cost the originally planned 80 cap so you can have a fair matchup online!

All Vasari weapon and ship values adjusted accordingly.
Vasari CruiserCarrier now houses two squads, same health as before, double cost aswell.

This means Vasari now have VERY small fleets, but immensly powerful, watch out for their capitals and even a few frigates can mean trouble!

Soft counter changes:
All civilian ships and fightercraft are now using the armor "VeryLight"
All frigates are now using armor "Light"
All Cruisers are now using the armor "Heavy"
All capitals are using the armor "Capitalship"

Scouts are good against "VeryLight"
Light combat frigates are now a counter against "Light"
Long range missile Frigates are now a counter against "Capitalship"
Flak are now a counter against "VeryLight" (also got a slight speedbuff)
Siege Frigs have been refitted with heavy weaponary (laser for tec and wave for vasari [experimented with a beam weapon for tec, looked ok, but was a bit iffy with the small turret firing it]) and good against "Heavy"

Heavy cruisers are good against "Capitalship"
Utility Cruisers are good against "Light" and "VeryLight"

Bombers are good against "Heavy"
Fighters are good against "VeryLight"

Planetary defense uses "Composite" Damage type

Capital Ships as following:
Battleship uses "Composite"
Carrier is good against "Heavy"
Whale/Dunov is good against "Light"
Akkan/Marauder is good against "VeryLight"
SiegeDread is good against "CapitalShip"


The Armor of Planetary modules has been changed to promote raiding and crippling the enemy economy:
Planetary defense and hangar are now "Captialship" armor
Shipyards and tactical accessories (Shield gens, repairbays ect) are now "Heavy"
Researchlabs and res assets (refinery and tradeport) are using armor "Light"
Extractors are using armor "VeryLight"

I am not so sure how exactly the different armortypes work and i am curerntly not using "Medium" and "VeryHeavy" Armor and Weapontypes.
I will do some further research and see how this can benefit the counter system.


Also added in the mod is a little bit of Fighter Frenzy:
Fighter HP halved
Fighter buildtime halved
Number of ships in Squads doubled
Firerate of anti Fighter weapons doubled
Fighter speed and turnrates increased

This gives for some very nice Fighterbattles and as they are replaced quite quickly it can be quite a show. The antimatter drain on the carriers producing fighters is now very feelable (before the buildtime was longer than the antimatter cost for producing the fighter) so in longer battles after some time when the antimatter runs dry the production halts/slows
Capship Fighters are free to produce.


The current place is very temporary, if someone could rehost the file it would be great!

*download in last post*
The rar contains the modded GameInfo folder, just replace the one in your SINS installation with this one.

to remove the mod, just copy the original files back over.
Original Files (thx to LordKosc)

Hope you like what I´ve done. Yes, i know its controversial to see the vasari this way, but just enjoy it for the mods sake ^^.
Feedback is always appreciated!
Comments (Page 2)
2 Pages1 2 
on Nov 24, 2007
It says its a WIP

should we wait till you have done more on this?
on Nov 24, 2007
sins is a WIP so lets all stop playing that too!
on Nov 24, 2007
sins is a WIP so lets all stop playing that too!
touche

on Nov 24, 2007
it says WIP since i am still working on it, working to archieve a better balance and an overall more fun gameplay experience.
I can not guarantee that the game will not be un-fun at this stage

With this v0.4 is out, having the aforementioned changes to fighters and capships, aswell as fixing the crashbug and some other stuff.

download from sins.bz WWW Link at your leisure and enjoy.

Anybody got some feedback at the new research trees and the ship balance, yet?
on Nov 24, 2007
i would, but im too lazy to click on the link and download
on Nov 25, 2007
I liked the idea that was suggested (vasari ships have an innate faster phase jump) so i implemented it. This also acts as a counter for the slower interphase drives the vasari have (they move 20% slower while in gravwells, but 20% faster while phase jumping)

To make the race a bit more diverse even without research i plan to give each race a few innate modifiers that will set them apart.
Any ideas what Tec could get; more vasari suggestions also always welcome
on Nov 25, 2007
can you mod one to say "my life for Aiur"?
on Nov 25, 2007
give me feedback on the mod and i will make one just for you
Just say which unit you want to be transformed.
on Nov 26, 2007
After the field test of mod version .5 and some tests afterwards with the AI we found some things that i had missed.
The vasari, especially the the capships were too strong after the conversion.
Also one of the vasari abilities that gives an percentage bonus also got much stronger with their boni.
So i have rectified these things.
-Increased antimatter cost of the battleships first abilitys to match its increased effectiviness.
-Changed the shield transfer from hull to 2/3 bonus to match shield mitigation values (was 1)
-matched the shield and hull values of all vasari ships to match.
-some minor changes to ship lighting for a better appearence of all ships and structures.

Just a few things, that really increased the balance from what i have seen as of now.

here you are, powered by sins.bz
WWW Link
2 Pages1 2