Stellaris

Stellaris

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More section templates - behavior & range modify
   
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File Size
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1.378 MB
28 Aug, 2023 @ 5:56pm
3 May @ 4:30am
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More section templates - behavior & range modify

In 1 collection by Blorg
Blorg的实用小mod
24 items
Description
More Ship Sections - Weapon Adjustments
As a sub-mod for More Ship Sections, all values are balanced with the parent mod, but can also be run independently.
In-game English supported, this intro is translated by chatGLM-4, you got what I'm trying to say.
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Feature Introduction:
Note: The following categories do not guarantee completeness, as each category represents the philosophy of modifying a class of weapons. For example, energy point defense belongs to both energy and point defense, and its modification embodies the energy's "more stable and precise" philosophy and the point defense's "closer but more effective" philosophy.
Weapon Category:
Carriers:
- Speed +20%; Maximum Engagement Distance +20%;
Farther engagement distance and faster speed allow carriers to strike first, reaching enemy capital ships' main gun range.
Missiles:
- Range +50%; Tracking improves with upgrades; Speed improves with upgrades;
Missiles, as delayed damage, are influenced by redirects and the durability of the missile itself, often underperforming in combat compared to their paper stats. High range allows missile-equipped ships to strike one to two rounds before the enemy can open fire.
Energy Mine:
- Shield Penetration +100%;
Energy mines have lost their effectiveness due to the loss of immediate damage, making them less impactful if they hit a shield after a long flight.
Point Defense:
- Range -33%; Accuracy +15%; Damage minimum increased to maximum -2; Damage to shields -95%;
Stabilizes interception, allowing for the calm interception of fast-moving missile torpedoes.
Anti-Air:
- Range -66%; Rate of Fire +150%; Damage -50%; Damage minimum increased to maximum -1; Damage to armor -95%;
Devastating inner-zone air defense, with a storm of fire that can destroy a large number of carrier aircraft in an instant.
Energy Weapons:
- Increased some damage floors; improved some hit rates;
- Enhances output stability, allowing some weapons that do not fit the energy theme to be more unified with other energy weapons.
Kinetic Weapons:
- Re-added a damage bonus of +25% to the hull;
- The shield's share has decreased in the post-update, making kinetic weapons' dominant combat time too short.
Megacannon:
- Increased specialized damage bonus +150%;
- The status of the Arc Cannon is still unshakable, trying to catch up with the Arc Cannon by pairing high base damage with a larger advantage in combat.
Teradrill Cannon:
- Increased specialized damage bonus +50%;
- Due to the presence of overpenetration, the Teradrill Cannon often fails to achieve its expected effect, compensating for the advantage in combat, and can also work well in mixed formations with the Light Lance.
Ancient Weapons:
- Damage is slightly higher than that of fully upgraded base weapons;
- Consumes valuable artifacts, but with their own characteristics and a certain level of strength.
Computer Behavior:
Gunship Brain:
Enters combat range and no longer retreats, maintaining a distance to continuously bombard the enemy with main guns.
- Chose a more straightforward method to eliminate damage waste, removed the artillery mechanism, and now it's fine to run and fire heavy artillery at the same time.
Carrier Brain:
- Maintains a distance from the enemy while trying to stay within the range of carrier aircraft.
- Do not attempt to equip the Carrier Brain on ships that are not carriers, as the distance it maintains is much higher than that of missiles and various X-slot weapons, making it impossible to destroy fixed targets.
Line Brain:
- Maintains a distance where the L-slot weapon can fire.
- The weapon range in the middle of the original game's order is too far-fetched, who wrote this code? Hahaha.

Weight Adjustments:
- Removed the Gatling Guns from the M and L slots.
- This weapon was originally exclusive to the S-slot, but later added two larger slots with unclear meaning, interfering with AI ship composition.
- Reduced the weight of AI choosing kinetic weapons over non-kinetic weapons.
- Due to high kinetic damage, AI often fills their ships with kinetic weapons without considering other options.
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Changelog:
1.0.0
- Added modifications to carrier aircraft, missiles, point defense, and some computer behaviors.
1.0.1
- Enhanced kinetic and energy weapon characteristics.
1.2.0
- Added modifications to the weighting system.
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Compatibility Note:
This mod modifies the following files, and any mod that intersects with them may conflict:
Stellaris
|----common
|--------component_templates
|------------weapon_components.csv
|--------defines
|--------scripted_triggers
|--------ship_behaviors
10 Comments
Blorg  [author] 18 May @ 7:09am 
@阿巴神 并不会,ai配船的权重有另外一套系统来控制,我只是改了战力计算的方式,可能会影响ai宣战时和接战时的判断(它们看到更高的战力会尝试以比原来更高的战力的舰队来迎战)
阿巴神 17 May @ 6:35pm 
如果双穿武器实际反映战力高的话,会不会让ai选择双穿武器的权重更高啊
Blorg  [author] 21 Apr @ 6:37am 
@御宇大都督 感谢提醒,加上了
御宇大都督 21 Apr @ 3:33am 
纳米导弹好像忘记增加射程了,还是100
xmq55067730 1 Sep, 2023 @ 11:25am 
感谢大佬回复,光矛和动能炮真的需要加强,这两装备现在真是一坨
Blorg  [author] 1 Sep, 2023 @ 6:05am 
@xmq55067730
我不会给这个mod加入任何新科技和武器,但倒是可以考虑加强一下光矛
xmq55067730 1 Sep, 2023 @ 2:51am 
原版的电弧实在是太无脑了
xmq55067730 31 Aug, 2023 @ 11:03am 
灵飞就给灵能光矛
xmq55067730 31 Aug, 2023 @ 11:02am 
比如机飞后给一个三级光矛科技
xmq55067730 31 Aug, 2023 @ 11:02am 
大佬牛逼,可以加强光矛吗