[MOD] Kreyson's BattleWagons Mod

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Look forward to components of Kreysons Battle Wagons mod to be part of 7 Deadly Sins!  Feedback on balance or suggestions is welcomed!

Download the Package, unzip, open file folder and copy over BattleWagons_Mod_Pack_V2 to your mods folder.  Detailed directions are in the Readme file.

If you want BattleWagons V1.3 Download here:

http://files.filefront.com/Kreysons+Battlewagons+V13zip/;10497124;/fileinfo.html

Battlewagons Change Log V.1.3-updated to be 1.05 compatible.

Battlewagons Change Log V1.2

-I realized the capital ship weapon damage gained per level was compounded every level instead of a flat percentage per level(The L7-10 battleships were overpowered).  Reduced the damage from X3/level to x2.5/level . 
-Slight increase to capital ship XP requirements from L5-L10.
-Changed fleet size options to Small 2,000 / Medium 5,000 / Large10,000.

BattleWagons Change Log, v1.1 (1.04 compatible)

Capital ships are king of the hill, shouting out, here I am, come and get me if you dare. 
I created this mod to make capital ships and Sins the way I thought it should be. 
Captital ships will get more powerful as they level up and will be a force to be reckoned with.
Also, I increased the fleet supplies for people who like large scale battles on large maps. 
Thats right!  For you power mongers, 7,500 fleet supply if you use the Large Fleet supply under game options.

It is as currently, you will not see the fleet supply increase until you actually research it.

The amount of capital ship crews is left unchanged. 
I did not want this to be strictly a battle of capital ships, you will have to fight
to protect them.  They are still vulnerable to focused fire. 
If you loose your L10 capital ship, it will leave a hole in your fleet power.

GAME PLAY CHANGES
-Fleet supply Small - x1.0 (2,000 max-default), Medium - x2.25 (4,500 max) , Large - x3.5 (7,000 max)

CAPITAL SHIPS CHANGES
-Ship upgrade time - 20 seconds instead of 60 seconds
-Buying Capital ship levels increased cost by 50%.
-Capital ship XP leveling requirements increased by 50%. 

-Base hull and shield points/regeneration, anitmatter, shield mitigation and armor is UNCHANGED.

-Tripled the Hull and Shield points gained per level.
-Doubled the Hull and Shield regeneration rate gained per level.

-Capital ship abilities are unchanged (increased the antimatter so they will be used more often)
-Tripled the Antimatter gained per level.
-Tripled the Antimatter regeneration rate increase per level.

-Doubled the weapon cool down bonus per level.. generally 2% (old) to 4% (new), (Base number varies upon ship type).
-Doubled the rate capital ships get new squadrons
-Carries will now carrie 2.5 times the squadrons to compensate for the lack of damaging weapon bonuses and Antimatter abilites compared to other ships.
  (L10 carriers will have 17 squadrons!!).
-Tripled the damage bonus per level.... generally from 5% (old) to 15% (new) (Base number varies upon ship type).
  Equivalent- New version L10 will do approximately 66% more base damage versus vanilla L10. 
  Combined with the other beefed up stats, you should see a big performance boost across the board at mid to high level.

If you wish to merge my mod folders with another Mod.. just replace the following folders in the GAMEINFO folder of the mod on your computer with Kreysons Battlewagons.  Be sure to back up your files.

All 15 of the CAPITALSHIP_Phase/Tech/PSI folders

and the

GAMEPLAY folder

These are the only folders i modified.

 

Enjoy!!

 

33,114 views 38 replies
Reply #2 Top
Try it again, had the wrong link to it.
Reply #4 Top
nifty, ill be checking this out as soon as i get home
Reply #5 Top
For some that wanted even larger fleet supplies to test out, i have a second download available. Same mod, just increased the fleets sizes:

Small = 2,000

Medium = 5,000

Large = 10,000

Here is the link

Kreysons BattleWagons Mod V1.1a-10k

WWW Link
Reply #6 Top
Update:
I released update V1.2 with a few tweeks.

Reply #7 Top
With the first version there was no fleet supply increase on Large Fleet setting!!!!! I did not test the others.

Also I tried leveling a Sova up for the extra squadrons and it maxed at 6.

The thing I notice most is the slower leveling and the increased antimatter. There seems to be so much AM that the caps never run out as they get higher up in experience.
Some things for consideration:
AM stealing destroying abilities of ships like Dunnov might require buffing, as is they may only be useful against non caps as the game progresses (in this Mod the Dunnov's second ability might be useless).
As well the motherships power (name??) that gives the experience of lost caps may be op although I didn't look at this.

The slower leveling of the caps was disconcerting initially as it slowed the pace of the game right off the bat - I have grown used to getting the second power for use right in battle (Kols Shield) and I considered retreating the Kol. btw is there away to turn of default auto-use of powers on initial purchase?

I just got the game recently and I am curious about the purchase of Cap Ship points. I have only done it a few times but in this mod I think purchase of Cap points is imperative. My actual curiosity relates to which civ has the best reasearchable Fleet Training (Cap ship point purchase) upgrade? Or are they all the same?

Sad that I did not get to see 1000 lrms (actually I stopped at ~50 when I notice no change in fleet supply).




Reply #8 Top
Thanks for the feedback GenuineD.

-If you hover your mouse over the ship it will say how much XP it has and how much is required for next level. What did it say? There is roughly a 30% increase in XP requirements from level to level. Programing, it is a flat number changed in one file that affects all of the ships. I had a L8 capital ship last night with no problems. If you can, go back to an autosaved game and hover your mouse over the ship and see what is the current XP and the XP required for the next level.

-You can turn off the auto cast capabilities of ships by right clicking the ability icon. The icon will change slightly.
-Under fleet(bottom icon?) Below, Civillian, military, black market, Fleet. You can research the different levels of fleet sizes. Larger the fleet size, larger the supply cost. Click the first icon, little green icon to research the first one. After that is researched, the second icon will light up, showing the next step. Same thing goes for buying extra capital ship crews. Which is right above fleet supplies researches.
-Hard for me to balance each ability for each capital ship, hence it will unbalance everything. Only way to get around it is by having more Antimatter so the powers can be used more often. If too much antimatter regen becomes an issue, i can tune it down from X3 to X2. The bulk of the antimatter regen is from the base/starting antimatter regen number, which i left unchanged.

Thanks for the great feedback.

I am working on an update which includes sinsplus.
Reply #9 Top
I remember when I played it last night the Kol needed 300 experiece to get to level 2, but that is 50% more so maybe my memory is incorrect. I loaded an autosave but it said 200 exp points for level 2

Today even though SoaSE indicates the mod is enabled it is not cause it all seems default. Although I have disabled the mod and re-enabled it and the one of the later ones to see if SoaSE would load the entity files fully. I do not know what SoaSE is doing with the Gameinfo in the mod folder. I know it reads it but maybe it backstops to the default entity files for some reason.


Reply #10 Top
Did you open the file package and copy over the mod inside of the folder? Or did you move the entire folder over to mods?

The folder you DL has the mod folder inside along with a readme file.

Copy Kreysons battlewagons to your mod folder.

Hope that works.
Reply #11 Top
I liked this mod a lot, made me feel like my cap ships were actually worth a damn

i only had 6 going and it seemed like thats all i needed
Reply #12 Top
Hello to Kreyson. Started to use your mod (the pack with Sins+ and bailknights 1.2) in my latest game, along with some adjustments to defence structures to make them worth of their cost. I must say I like your adjustments to capital ships. They really are much better now, especially in late game when fleets start to get increasingly big and dangerous for them.

One thing still makes me suspicious. Carriers can now have over 15 wings of fighters/bombers, which is quite lot compared to vanilla. Was your intention to make flaks more important? That would make sense to me, though. Flaks aren't that important in vanilla but in your mod they seem much more essential because of carrier boost. I just wanted to hear your theory of this as mods maker. Don't get me wrong, though; I love sova carriers. They are one of my favourite caps (along with halcyon and kortul desolator) in the game.

Thank you for this mod. Nice work overall.
Reply #14 Top
I am unable to get this mod to work. The original stand-alone one works fine but the repackaged one loads but there are NO changes during game play.

I have the mod unpacked into c:\Documents and Settings\username\local settings\application data\Ironclad games\sins of a empire\mods

I have enabled the mod and then checked load at startup and then restarted the game.

I get nothing in the game itself ... no changes at all.


Any ideas?

Edit: The game is at version 1.04
Reply #15 Top
Does this work on v1.04
Reply #16 Top
Thanks for the great feedback everyone!

Rumbleman-
I increased the wings for the carriers versus normal capital ships, since they are not weapon/ability dependent and much lower direct damage (they do not take full advantage of the increased damage and antimatter regen/level). There main offense is in the wings, which can be countered by the Flak ships and increased fleet caps. Also, carriers have lower hull points and shields in comparison to the others. If it seems unbalanced, i can reduce the wings on capital ships. But when i play against the AI, seems like the AI will gun for the carriers first, which makes them hard to keep alive...

Shomy & GamerKing- Both the merged (sins+ and Bailknights) and the standalone versions are fully 1.04 compatible. I will change the heading to make it more clear. Thanks.

Sagoki- Did you unzip the file and open the folder? The mod is inside the folder along with the readme files. Copy the mod inside to your mod folder. You can only have one mod active at one time. Did you upgrade to 1.04?

Keep the feedback coming!



Reply #17 Top
sweet, yea i see that now
Reply #18 Top
Kreyson

Thanks for clarifying that. I'll test carriers more in my next big game as TEC. I usually have at least 3-4 sovas in late game whan playing large single- or multi-system maps as TEC.
Yep. I noticed that carriers are considerably weaker compared to other, more combat heavy capitals. You must defend them probebly to keep them alive and churning those fighters/bombers. Flak heavy fleets (and Kols) can now become major pain in the arse if your fleet depends on multiple carriers and carrier caps in fight. So, in the end your changes feel pretty sensible.
Reply #19 Top
This mod is supposed to include the mod with the extra planet types right? I thought it was but either the new planet types are EXTREMELY rare or something isn't loading right.

edit: my bad.....I downloaded the wrong one originally
Reply #20 Top
Kreyson:
Good work, this mod may need some looking into.

DANMAN
Reply #21 Top
Agreed DANMAN - I think Kreyson needs to be worked into 7 Deadly because he has the right idea of modding SOASE capital ships into real CAPITAL SHIPS. Capital ships are a huge investment for an empire. They should be expensive, few in number, extremely powerful, and carefully defended.
Reply #22 Top
I've been playing this battlewagon package and I would just like to say that it is a great mod that doesn't introduce incredibly drastic changes to the game. It is a FUNCTIONING package of several great mods PLUS capships get a boost (which I love!). I think the thing I love most is that it doesn't diverge too much from the original SOASE but rather enhances it.


Great job, Kreyson, this package is awesome!
Reply #23 Top
add the wld to bailknights pls!

and keep this thing away from that shitty deadly sins mod
Reply #24 Top
Thanks for the great feedback everyone.

Any thoughts on balance issues? Anything needs to be tweaked?

For each ship level, are the cap ships too weak? Too strong?

My goal is to make the L10s significantly stronger than a L5 and something to be afraid of on the battlefield.

Kreyson



p.s.
I found the higher level capitol ships really shine when grouped up with lots of support ships.