I guess weapon balancing is still completely fubar? I can't actually approach Xenon Stations at all with this mod on. The range of those Graviton Cannons are something upwards of 30km despite the encyclopedia saying 17km and I guess its because of a cocktail of static defense and SCR running with some buffs thrown in the mix. I'm not exactly sure what I'm suppose to do, I built an entire fleet of Rattlesnakes (24 of them) and very large VRO split capital ships and lost the entire bunch to a single station. They couldn't even get within range. I guess my mistake was doing in OOS?
I guess i'll try it again in high attention and see the results.
EDIT : High attention and a metric ton of Siege Bombers did the trick, turns out the egg can be cracked if you just throw enough missiles at it while watching it in system. OOS seems a bit strong though as the station is able to wipe out 200 fighters single handedly :/
The original intention is to use carriers which have can teleport fighters to station outside of its turret range, then use a few destroyers to finish the job once the turrets have been disarmed.
However, as mentioned, OOS balance is completely off which seems to have no easy way to solve. And plus that maintaining a rebalance mod is too much for me. I suggest stop using this mod since I'm thinking of abandoning it.
that's fair, going to hope that simply deactivating the mod doesn't cause the save file to go nuclear (at the very least I'm going to have to go through all my ships and see which turrets vanished)
I also figured that I had no idea how the carrier teleport worked, if it did at all because I couldn't find how to do it. So my only guess is that its been broken for some time now.
This set of mods is quite cool! It's obvious that you've put a lot of effort into it.
IMO, the most fantastic part of this mod is the travel drive interdiction combined with station avoidance. It would be great to see a separate mod providing just those features! I feel like you hit upon something here that really should be in the base game. Without interdiction, the defense stations aren't nearly as strategic.
I also really like the idea of buffs in "Static Defense", but wish they were a bit smaller. Would be great to have all of the values configurable through the Extension Options menu!
I'm afraid configuration in game for station buffs is not possible because they are implemented as equipment mods. Strictly speaking it is possible to make several sets of buffs with different strength which user chooses which one to activate in config. But that is a lot of work for little gain.
Anyway you can change the buff stats in static_defense/libraries/equipementmods.xml.
VRO version. I have a smth strange with travel drive jamming. L/XL ships looks fine, they drop their travel drive near def stations. But s/m ships disable warp duration is about 10-15 min. Even if they leave the sector. It happens with NPC and Player ships. Could you check it? Also I wonder about habitat and containers modules on stations counts? P.S. Great mod btw.
This is huge news. I have to be honest, i was already getting excited when you told me its closer to VRO balancing than Vanilla but i would not have minded if you decided to not do it in the end. Thank you so much for your continued hard work.
i downloaded your update right now and everything is just... dark in the background... no stars no dust no planets... just pure darkness :O when i turn your mods off everything is normal
30 comments
I guess weapon balancing is still completely fubar? I can't actually approach Xenon Stations at all with this mod on. The range of those Graviton Cannons are something upwards of 30km despite the encyclopedia saying 17km and I guess its because of a cocktail of static defense and SCR running with some buffs thrown in the mix. I'm not exactly sure what I'm suppose to do, I built an entire fleet of Rattlesnakes (24 of them) and very large VRO split capital ships and lost the entire bunch to a single station. They couldn't even get within range. I guess my mistake was doing in OOS?
I guess i'll try it again in high attention and see the results.
EDIT : High attention and a metric ton of Siege Bombers did the trick, turns out the egg can be cracked if you just throw enough missiles at it while watching it in system. OOS seems a bit strong though as the station is able to wipe out 200 fighters single handedly :/
However, as mentioned, OOS balance is completely off which seems to have no easy way to solve. And plus that maintaining a rebalance mod is too much for me. I suggest stop using this mod since I'm thinking of abandoning it.
I also figured that I had no idea how the carrier teleport worked, if it did at all because I couldn't find how to do it. So my only guess is that its been broken for some time now.
Game v7.5 made many changes to the ai scripts thus broke the carrier warp mod. I need to find some time to update that.
IMO, the most fantastic part of this mod is the travel drive interdiction combined with station avoidance. It would be great to see a separate mod providing just those features! I feel like you hit upon something here that really should be in the base game. Without interdiction, the defense stations aren't nearly as strategic.
I also really like the idea of buffs in "Static Defense", but wish they were a bit smaller. Would be great to have all of the values configurable through the Extension Options menu!
Anyway you can change the buff stats in static_defense/libraries/equipementmods.xml.
Also I wonder about habitat and containers modules on stations counts?
P.S. Great mod btw.
Container and habitat modules do not negate the defense station perk. Only shipbuilding/production/recycling/venture modules do.
I was looking forward to this but VRO is one of my must-haves.
I wish you good luck in your future endeavours.
I have to be honest, i was already getting excited when you told me its closer to VRO balancing than Vanilla but i would not have minded if you decided to not do it in the end.
Thank you so much for your continued hard work.
The command "remove buff" in the map right click menu is mis-spelled "Remvoe"
Also,
Can you please put your commands in a nested list under the category 'custom actions' like kuertee does with his mods commands?
There are at most 3 commands associated with the station buff module. For now I do not find it necessary to do nested menu.