clarification for cap ships

I have gone around abit and seen some posts about cap ships sucking. in the vanilla game, and some mod, yes, i do agree.

 

but thats the vanilla game's capital ships. FYI, NOT real capital ships.

 

i have modified Distant stars mod (for my personnal taste) for having REAL capital ships, as in what it woul REALLY take to take down a capital ship.

 

basically i roughly have doubled to tripled the health and shields, as well as the repair rate and mitigation thats been greatly increased, the damage from the suposebly "main batterys" have been increased... and most of all MORE GUNS. 40 for the Kol battleship to be exact.

 

let me clarify WHY i did this.

 

in Star Wars, have you ever heard... say... ill be generous, 500 Nebulon B Frigates take out a Super Star Destroyer? no, because they couldnt.

 

that ammount of frigates would just die one by one very quickly in the face of a Super Star Destroyer. to be honest, they wouldnt even scratch the damn thing.

 

what about bombers? did they do it? sure, ONCE and at a GREAT cost. and thats if you have hardpoints, wich isnt the case in SOASE.

 

now moving on to cruiser sized ships:

now we could mention the MC80 Winged or Wingless Mon Calamari cruiser, but for me these ARE capital ships, just like the Imperial I class Star Destroyer (Imperial II later on). so im gonna stick with... say, 100 MC75 "Baracuda" Calamari Cruisers and MC40 light calamari cruisers.

 

they probably, just maybe able to take down the Super Star Destroyer's shields, but by tht time, 3/4 of them woul be wiped out.

 

the SSDs have over 1200+ weapons, while the cruisers i mentioned barely have 100.

 

see my point? and this is why i was quite dispointed in the game, the cap ships SHOULD BE CAP SHIPS, not bigger chunks of metals waiting to be blown up.

not only the the model not big enough (i would like to make them bigger but i dont know how to lol...) but they are underarmend, sure theyre abilities are great but they ARE expected on ANY capital ships.

16 of theses ISNT worth my money in the vanilla version...

 

16 of theses IS worth my money in my modded version.

 

i have taken into extensive testing, and the Kol Battleship is able to survive in average 46 frigates, OR 22 Cruisers.

 

 

6,622 views 7 replies
Reply #1 Top

could u post the values for what u modded? I would also like to get my capital ships slightly more powerful.

 

So far all i have done is make my battleships much faster (so they can hunt down cruisers) and make my carriers have 15 slots when they are lvl 10.

 

Btw, how much frigates or cruisers will take down a battleship in vanilla?

And did u alter the cost of battleships? they should be worht like 20-30 cruisers per.

Reply #2 Top

I would have altered the prices to make sense, but i like to mass up on cap ships lol XD

 

the file name for the Kol Battleship is CAPITALSHIP_TECHBATTLESHIP.entity

the following is its stats with passive abilities:

MaxHullPoints
    StartValue 3000.000000
    ValueIncreasePerLevel 120.000000
MaxShieldPoints
    StartValue 1250.000000
    ValueIncreasePerLevel 135.000000
HullPointRestoreRate
    StartValue 1.500000
    ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
    StartValue 3.000000
    ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
    StartValue 5.000000
    ValueIncreasePerLevel 0.450000
maxMitigation
    StartValue 0.650000
    ValueIncreasePerLevel 0.011110
MaxAntiMatter
    StartValue 225.000000
    ValueIncreasePerLevel 20.000000
AntiMatterRestoreRate
    StartValue 0.750000
    ValueIncreasePerLevel 0.080000
CultureProtectRate
    StartValue 0.300000
    ValueIncreasePerLevel 0.050000

 

and for the weapons you have to modify the

TargetCountPerBank:FRONT X
TargetCountPerBank:BACK X
TargetCountPerBank:LEFT X
TargetCountPerBank:RIGHT X

 

whereas X is a number.

 

for some reason the carrier makes the game crash as soon as you hover your mouse over it ingame. not sure why.

Reply #3 Top

Use the dev exe to find out (can be found in the install folder). Might be an ability if you have altered any of them.

Reply #4 Top

I agree on vanilla capital ships being quite weak.

Unfortunately, Capital ships in my universe classify as Corvettes and above (the smallest corvettes being around 1-5km in length). Corvettes are microscopic in the mod.

Fortunately, I can just call them Flagships, and use whatever ships I want. ;) I can also split them into three tiers, making the insanely uber expensive third tier consist of absolutely ridiculous Supership and Megaship classes.

 

Btw, how much frigates or cruisers will take down a battleship in vanilla?
End of quote

Depends on the ship. As I often played Vasari, I found the Desolator could solo most planets with neutrals on them. But the damage the ships do is very pitiful, so the battles take needlessly long. But it wins largely because of the DPS buff, which edges it ahead of all of the other capital ships. The Kol takes even longer to kill them, but the shield makes it last longer. Enough Kodiaks in the neutrals and it becomes very difficult for a level 1-2 to survive alone. A level 5+ will have no problem, but once you upgrade the frigates and cruisers with the ludicrous armor buffs and damage then things get a little worse for the capital ship since it suffers much more loss of damage than they do. My friend often played Advent and I found that the Advent battleships had a lot more trouble with the neutrals early on than I did.

Reply #5 Top

Quoting IskatuMesk, reply 4
I agree on vanilla capital ships being quite weak.

Unfortunately, Capital ships in my universe classify as Corvettes and above (the smallest corvettes being around 1-5km in length). Corvettes are microscopic in the mod.

Fortunately, I can just call them Flagships, and use whatever ships I want. I can also split them into three tiers, making the insanely uber expensive third tier consist of absolutely ridiculous Supership and Megaship classes.

 


Btw, how much frigates or cruisers will take down a battleship in vanilla?
Depends on the ship. As I often played Vasari, I found the Desolator could solo most planets with neutrals on them. But the damage the ships do is very pitiful, so the battles take needlessly long. But it wins largely because of the DPS buff, which edges it ahead of all of the other capital ships. The Kol takes even longer to kill them, but the shield makes it last longer. Enough Kodiaks in the neutrals and it becomes very difficult for a level 1-2 to survive alone. A level 5+ will have no problem, but once you upgrade the frigates and cruisers with the ludicrous armor buffs and damage then things get a little worse for the capital ship since it suffers much more loss of damage than they do. My friend often played Advent and I found that the Advent battleships had a lot more trouble with the neutrals early on than I did.
End of IskatuMesk's quote

ahahahhah nice,

 

well for me its simple, corvette/destroyer size for me is the size of frigates ingame, frigate size is the size of cruisers ingame, cruiser size for me is the size of capital ships ingame. then comes battlecruiser/light carrier, Battleship/carrier, Dreadnought/assault carrier (or battle carrier), command ships, motherships, and then finnally Titans (capital ships).

 

yes i took those from EVE online, but thats only because it makes sense!

 

so your making a mod or something IstakuMesk?

Reply #6 Top

Yes, between trying to write my novel and making models, I am putting in ships/races/ect from my novel into sins. It's mostly just for fun because the limits of sins prevents a real to-canon representation.

Reply #7 Top

will there be a release? i would like to view the results! :)