Kreyson Kreyson

[MOD] Kreyson's BattleWagons Mod

[MOD] Kreyson's BattleWagons Mod

> > > > 1.05 Compatible < < < <

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!!

 

33,115 views 38 replies
Reply #26 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.Kreysonp.s.I found the higher level capitol ships really shine when grouped up with lots of support ships.


Yep, They are real beasts now. But slow leveling up from level 5 certainly balances this. I haven't got none of my 11 advent capitals to level 10 in my current random multi-large game. My first progenitor flagship is in level 8, and it's QUITE a stomper. Larger antimaterial storages give the cap some major punch. Now especially the Vasaris antorak marauder is really annoying with its phase out hull; It can keep your fleeing fleet in halt while their reinforcements jump in.

I was worried about those carriers but my fears seemed to be unnecesary. Those extra wings real serve a purpose for them. Now I use cruiser carriers only with fighters. If you come up against a carrier full of bombers you realy need something to kick them around. I found halcyons telekinetic push especially funny against other carriers.

Reply #27 Top
I tried playing this with a few AI opponents, and I won the game handily in few short hours, with almost zero resistance from enemy forces. I enabled the large fleet supply option, and got my 10000 points. After the match, I checked the statistics, and on the graph, I saw that the 5 AI players maxed out at 2000 points, meaning I was as powerful as all of my foes combined. Is there some problem that doesn't give the fleet supply bonus to AI players? I want to use large fleet options for huge maps, but I don't want to walk away with a victory no matter how smart the computer plays.

Does anyone else have this problem?
Reply #28 Top
hjrrockiers

Do ya use normal AIs? They seem to sometimes have limit on how much they tech stuff. Hard AI should give you a real run for yer credits. In my game as advent I have 3 normal AIs and 2 hard AIs left. Hard AIs throw pretty insane fleets against me but their economy is starting to break apart because of this; I have managed to repel every fleet they have send at me, but not without heavy losses. Some epic battles have I seen.

I suggest using at least one or two hard AIs in your next game so you don't get bored. And after that, maybe even all enemies as hard.
Reply #29 Top
Thanks, it seems I forgot to change the AI settings...

I didn't realize that lower AI opponents simply use smaller fleets all the time. In that game, I only lost a total of 5 frigates (4 of them in getting my first 2 planets), so I knew early on something was wrong.
Reply #31 Top
I did the same thing(combining SinsPlus and bailknight's 1.2) only I greatly reduced hull and shield points for all ships. It was insanly exciting :D 
Reply #32 Top
Merged Pack link is broken as of Saturday, May 24th, 2:30 AM, Pacific Daylight Time. Would download because I love the idea, but Bailknight's and the Sins+ mods would go even better with it. Fix link and you have a player!
Reply #33 Top
Someone please bring this link back to life! :P Yeah the link is down, greatly appreciate it if you were to fix it.
Reply #34 Top
add the wld to bailknights pls!and keep this thing away from that shitty deadly sins mod


Too late. Already in the works. Sorry you don't like 7 DEADLY SINS, but it does include bailknight's and WLD's graphical mods.
Remember, you can always take out stuff you don't like.

Kreyson:
Keep up the good work. Can't wait until I am finished with the merge.

DANMAN
Reply #35 Top
Ah, this thread is revived from the dead. Thought there was lost interest in it for a month.

I got a message from LinkesAuge and he is going to work it into his version of 7DS.

Since, the bailknights and sins+ are part of 7DS now, i will not be posting an update for to the merged pack.

If you wish to merge/modify/update/enhance this mod, just post a statement in this thread that you are merging. Open to anyone who wishes to use.

UPDATE!!

Link has been fixed and updated to sins 1.05.
Does not contain Bailknights or Sins++, for battlewagons will be part of of 7 Deadly Sins in the near future. The link provided is for Vanilla Battlewagons only.


Kreyson
Reply #36 Top
Update...

I was going to offer a merged pack with 7DS, but that would be a very large DL file.

If you already have it, copy over All 15 of the CAPITALSHIP_Phase/Tech/PSI folders in the GAME INFO folder to teh 7DS folder. When prompted, click replace/overwrite.

This will only affect the existing races, not the new races. The XP and fleet supply changes I previously made are in the Gameplay folder. Do not copy over the gameplay folder, for it is likely lots of changes are made by the 7DS team and my GAMEPLAY folder would affect all of the races, hence creating unblances.


For larger fleet supply. If you merged over and did not copy over the Kreysons gameplay folder (using 7DS Gameplay folder), change the following numbers to the desired max fleet size..Then click save file.

fleetSupplyData-Small
fleetSupplyScalar 0.75
fleetSupplyData-Normal
fleetSupplyScalar 1.0
fleetSupplyData-Large
fleetSupplyScalar 1.25

These numbers are the Multiplier against 2,000. Example, if you want a 3,000 fleet supply on "Normal Fleet Size" under game options.. Just change the number from 1.0 to 1.5, then Save the file.

If you play multiplayer, everyone must have the same changes, or just use it for solo play.

Enjoy!
Reply #37 Top
Kreyson,
I certaintly hope you are going to continue this awesome mod. Please don't be discouraged because of 7DS. This is an awesome mod, and one of the most highly requested to be merged into 7DS, which is why I am doing it. I am not actually merging it in its original format. I am changing it somewhat in order to keep the oringial races intact, as has always been my mantra. I will create duplicates of all three original races, then use your files to alter them, and your awesome gameplay changes. Bigger fleets are always better I think, for massive, epic battles.

I just wanted to clear that up. This is an awesome mod, and hopefully your work will continue. If you are giving it up though, there is always room for you on my team...

Thanks for an awesome mod.

DANMAN
Reply #38 Top
uhmmmmm. what about v1.1, are you planning anything?