Author Topic: [MOD PACK] Galaxy Mods: Balance & Difficulty Mods  (Read 24859 times)

Wayleran

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[MOD PACK] Galaxy Mods: Balance & Difficulty Mods
« on: January 07, 2018, 03:16:28 PM »
Galaxy Modpack 0.15.7.5
(download at the bottom of this post)


Update 1/26/2018: Version 0.15.7.5

 - The Economy Mod has been re-integrated and COMPLETELY redesigned so it now only impacts raiding and has little to no negative impact of legitimate trading.

 - Trading ships will now carry less goods overall and therefore yield less profits, however players can still "farm" high value goods (like Mining Robots or Body Armors) by paying attention and finding good trade routes and simply waiting on more trade ships to enter the sector.

 - Pirates have had their hulls and dps slightly increased after the last version of the mod nerfed them a little too much. I'm fine-tuning things like this to find a balance between making enemies more challenging while also not adding "grind" to the game.

 - Both Pirate Attacks and Convoi/Fake Distress Signals have also had the number of enemies that spawn slightly modified. Some harder encounters may have 1 or 2 more enemies than before, while easier ones are still the same.

 - Alien Attack events have also been adjusted to have an extra ship in most cases and the sizes of the Xsotan Reavers, Dreadnoughts and Motherships have also been increased because they too were nerfed too much in the previous version of the mod.



Update 1/22/2018: Version 0.15.7.4

 - Both shield upgrades have been reworked to offer DISTINCTLY different benefits so a player will likely want to have at least 1 of each equipped.

 - Shield Boosters now require less energy but also have less "Shield Durability" and always have "Shield Recharge Rate" with the possibility of the crucially important "Upon depletion: Recharges 25% of your shield." bonus!

 - Energy to Shield Converter upgrades are now THE way to get higher end "Shield Durability" benefits. In vanilla they offered little benefit over the Shield Boosters, but now both are different and work well together.

 - Turret upgrades have been reworked to require slightly less energy, but are still costly at higher rarities to balance out end game dps potential.

 - Alien Artifacts now have no energy costs, except for the turret and shield related ones.

 - Added "+2 unarmed" to Artifact IV so it's now +5 armed, +2 unarmed. This change was to keep it valuable even compared to a normal "+5 turret" counterpart.

 - Artifact V is now a +60%/-35% Energy to Shield Converter which is slightly more energy efficient than a normal legendary upgrade with that Shield Durability bonus.

 - Some Pirate and Xsotan ships seemed to be a bit TOO big and fights were slightly more tedious than they were fun. So some of those ship's volumes were modified slightly to still offer longer encounters and challenge while not being too "grindy".

 - Slightly increased the volume of spawned "traders" in the "Trader Attack" and "Convoi Distress Signal" events so they were able to survive a bit longer and give players time to "save" them. Also the spawned trader ship in the Trader Attack event will spawn more towards the center of the sector with the pirates usually trailing behind "on their tails" so it will be easier for players (and even alliance ships) to come to the rescue instead of having to fly too far out first.




To install mods:

 1. Backup your "...\Avorion\data\scripts" folder. These files are the ONLY ones affected by mods so you can easily
     revert back to vanilla at any point by replacing your scripts folder with your own backup. You can also simply
     uninstall then reinstall Avorion through Steam to revert back to vanilla. Your saved ships and galaxies will not be
     affected.
 2. Copy the "data" folder(s) from the mod packages into your "...\Steam\steamapps\common\Avorion" folder and
     overwrite the default files when prompted.




Mods included in this Modpack


Galaxy Mod - Enemies

All enemies in the game have been reworked to be bigger and stronger. Normal will feel more intense and higher difficulties will ramp up dramatically!
 - Enemy hull size is increased by 2x
 - Enemy DPS is increased by 4x
 - Modified all individual pirate ship stats to make them more formidable
 - Normalized the volume of all Xsotan ships to other normal ships (from .5 to 1x)
 - Normalized the DPS of all Xsotan ships to other normal ships (from .75 to 1x)


Galaxy Mod - Events

Alien Attack
 - Increased the variety and severity of the events
 - Renamed and added additional Xsotan ships (Hunter, Reaver, Dreadnought and Mothership)
 - Reworded the warning messages for each of the 4 encounters to give the player a "clue" on what's about to arrive

Convoi Distress Signal
 - Fixed the missing "Mission Complete" message
 - Mission will now properly be removed from your mission log upon completion
 - Scaled rewards to correspond to the difficulty of each encounter
 - Increased the variety and severity of the events

Event Scheduler
 - Slightly increased the pause time between events to compensate for the harder encounters

Fake Distress Signal
 - Increased the variety and severity of the events

Pirate Attack
 - Increased the variety and severity of the events
 - Added "Threat Levels" to encounters to indicate not only their difficulty, but also their rewards
 - Scaled rewards to correspond to the difficulty of each encounter

Trader Attacked by Pirates
 - Increased the trader's headstart so players have a chance to arrive in time
 - Increased the volume of the trader so it has a chance to survive until help arrives
 - Increased the variety and severity of events
 - Scaled rewards to correspond to the difficulty of each encounter


Galaxy Mod - Economy

 - Modifies the amount of goods that cargo ships are carrying to a randomized amount between 10-50 back and forth from enemy stations
 - Roughly 50% of the goods being carried will "drop" from destroyed ships so players can still have fun and profit from raiding but also need to be patient and find good trade routes to "farm"
 - This will limit raiding profits while not negatively impacting legitimate trading
 - You can still however destroy stations but once you do they won't respawn, so I'd recommend restricting yourself to only raiding cargo ships


Galaxy Mod - Systems

System upgrades have been balanced to be less over-powered and require a more reasonable amount of energy. These changes DRASTICALLY improve the overall challenge of the game by requiring players to be smarter with their upgrades and use more of the game mechanics, such as batteries, etc... The three main adjustments were to the Generator, Shield and Turret upgrades.

Arbitrary & Military Turrets
 - Increased the energy requirements of these systems exponentially to balance out end game player DPS potential
 - Low tier upgrades still require a small amount of energy while high tier upgrades require increasingly more

Generator Upgrade
 - Reduced the effectiveness of these systems by 50%
 - Players will be forced to use more generator and energy storage blocks in their ships to compensate

Energy to Shield Converter
 - Reduced the effectiveness of these systems by 50%
 - These systems are more powerful than Shield Boosters but lack the other bonuses
 - Increased the energy requirements of these systems

Shield Booster
 - Reduced the effectiveness of these systems by 80% due to the other bonuses of they provide
 - Increased the energy requirements of these systems
 - Converted the energy usage to a % based format to balance this with the other shield upgrade

Alien Artifacts
 - I've reworked all 8 alien artifacts to be more interesting and much more balanced, instead of all being a generic +5
   turret upgrade with ZERO energy cost. They're now all a different type of "legendary" tier upgrade (with some
   unique twists). I intend for them to be very powerful, but very costly to use and not a best-in-slot legendary.







Version History

Update 1/21/2018: Version 0.15.7.3a

 - I've streamlined and fine-tuned my mods and I think they're in a pretty good state now.
 - In addition I've removed the "Economy Mods" from the package because I felt the impact of them was minimal and
   a lot of people were either not using them or had legitimate concerns about them making the game and acquiring
   credits feel a bit too "grindy" and I agreed. So now I'm focused on balancing combat and improving events, etc...
 - I'm also only releasing 1 download package with the individual mods for separate installation.
 - I've also added an "optional" mod to remove all AI fighters because they are buggy and cause a lot of problems.
 - Install the "No AI Fighters" mod last so it overwrites the "Xsotan" mod correctly.

-- Old Versions --
Spoiler: show

Version 0.15.7.3
 - Removed the "Economy Mod" entirely because I felt, as well as others, it really didn't have a positive impact on the
   game and made things feel too "grindy".
 - Combined the "Artifacts Mod" and the "Systems Mod" into one folder because they really work in conjunction with
   one another.
 - Removed and/or softened the effect of some of the "Systems Mods".
 - The only upgrades now affected are the Generator, Shield, Arbitrary and Military Turret Upgrades.
 - I felt these were the only ones that had any impact on combat anyways and were in need of balancing.
 - All other upgrades are more "utility" than anything and shouldn't really be punishing to use.
« Last Edit: January 28, 2018, 07:05:53 PM by Wayleran »

Hellatze

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #1 on: January 09, 2018, 05:57:15 PM »
i dont want this mod anymore.

give me recovery file.

Wayleran

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #2 on: January 09, 2018, 07:32:34 PM »
Really? If you're serious then all you need to do is right click on Avorion in your Steam games list and uninstall then reinstall and the default game files in the "scripts" folder will automatically be updated.

I've also attached a recovery of the completely vanilla/default "scripts" to replace all of the ones I've modded in the description below. These are the scripts as they currently are as of today. I literally just did a quick uninstall/reinstall through steam (which only takes a few seconds since this is a small game install).

I'd recommend in the future though to ALWAYS backup your "scripts" folder in the...

...\Steam\steamapps\common\Avorion\data\...  folder.

That's all you need to do. No other game files are affected by mods.

Hope this helps.

Hellatze

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #3 on: January 09, 2018, 08:24:46 PM »
I dont want my other mod  get removed by vertify integrity on steam.

Thats why i asked recov file.

Ravien

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #4 on: January 10, 2018, 07:55:00 AM »
This seems like a great mod! Looks like you really put some thought into balancing it (for example, making random attacks harder but also make them happen less frequently)

Hellatze, he does not know which mods you had installed and so there's no way for him to make a recovery file for you in this situation. The best thing to do would be to reinstall the default files like he suggested, and then install the mods you want again.

In the future, ALWAYS back up your saves and files before modding and expect things to break. :)

Mattoropael

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #5 on: January 10, 2018, 08:28:39 AM »
I dont want my other mod  get removed by vertify integrity on steam.

Thats why i asked recov file.

Get used to making backups to any file you overwrite then.

Wayleran

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #6 on: January 11, 2018, 08:23:55 PM »
I dont want my other mod  get removed by vertify integrity on steam.

Thats why i asked recov file.

Like I said I put a recovery up but it occurred to me that there's probably only ONE reason you're concerned about steam authentication... We all know what that is... but anyways please just ask politely and I'll do my best to accommodate anyone's requests.



This seems like a great mod! Looks like you really put some thought into balancing it (for example, making random attacks harder but also make them happen less frequently)

Hellatze, he does not know which mods you had installed and so there's no way for him to make a recovery file for you in this situation. The best thing to do would be to reinstall the default files like he suggested, and then install the mods you want again.

In the future, ALWAYS back up your saves and files before modding and expect things to break. :)

Thanks bud but I have done TONS of work on the "new" Systems Mod going up later today and I also reworked ALL the Artifacts too so not only are they balanced but they all do different things and are, what I'm calling, "Parasitic Upgrades". This just means they're energy use "leeches" all the energy it can while still keeping the "host" alive. :)

Check later today for more!!!

kingteema

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #7 on: January 11, 2018, 10:14:42 PM »
This sounds awesome.  Much stronger enemies in the center also gets rid of the need for a stupid "rift ring" story hack to keep people from burning through the game too quickly.  Perhaps you could also add an option to remove the rift for a true "sandbox" mode.  I got rid of it by editing the /lib/passagemap.lua so that "PassageMap:passable" and "PassageMap:insideRing" only returned true.

Shrooblord

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Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« Reply #8 on: January 12, 2018, 06:17:16 PM »
Hellatze, he does not know which mods you had installed and so there's no way for him to make a recovery file for you in this situation. The best thing to do would be to reinstall the default files like he suggested, and then install the mods you want again.

In the future, ALWAYS back up your saves and files before modding and expect things to break. :)
This is why we need a mod loader. I should get back to work on that again. I'll try and scratch up on my java / visual basic. Programming in batch was giving me unnecessary headaches trying to work around some of the stupidly simply things batch cannot do properly. xD

----

Nice, Wayleran. Is there a way you could restructure this mod so it uses the "Dirtyredz approach" of incorporating the scripts in a separate /mods folder rather than replacing the vanilla scripts? Going back after a patch and re-applying all the mods is... tedious... and this 'new' system of separating scripts is rather elegant, plus, not touched by patches. I'm not sure if it's compatible with what you want though, considering you're tweaking balance values rather than adding functionality, but I'd say check it out anyway: it's a neat system.

As for the mod itself, super cool, I'm gonna play around in a galaxy that kicks my ass like games ought to. ^^

Like the "real" convoi attack events, these are now much more challenging and always include a pirate mothership.
OoooOOOooooo... me likey

I also reworked ALL the Artifacts too so not only are they balanced but they all do different things and are, what I'm calling, "Parasitic Upgrades".
Heh, sweet. I like that nomenclature.
Shrooblord

Shrooblord

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Re: [MOD PACK] Galaxy Modpack - Balancing & Difficulty Mods *NEW* *UPDATED*
« Reply #9 on: January 13, 2018, 12:34:49 AM »
Woah, burst of new mods! If I understand correctly, all those separate mods are contained within this post's modpack, correct? So I don't have to install anything additionally to get the changes advocated here?
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Wayleran

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Re: [MOD PACK] Galaxy Modpack - Balancing & Difficulty Mods *NEW* *UPDATED*
« Reply #10 on: January 13, 2018, 01:05:03 AM »
Actually I've included 2 downloads now...

The Modpack is the one that's already compiled for a single installation.

The other "compilation" is all the mods individually so you can pick and choose if you'd like. But you'll need to install them each.
« Last Edit: January 13, 2018, 01:09:50 AM by Wayleran »

Shrooblord

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Re: [MOD PACK] Galaxy Modpack - Balancing & Difficulty Mods *NEW* *UPDATED*
« Reply #11 on: January 13, 2018, 01:22:40 AM »
And by "each" you mean each mod included in the modpack, correct? You don't mean I need to install both the modpack and the compilation in order for your changes to work?

Thanks for these balance changes by the way! I'm super excited to play a more diverse and interesting game with drawbacks and challenges. Good thinking!
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Wayleran

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Re: [MOD PACK] Galaxy Modpack - Balancing & Difficulty Mods *NEW* *UPDATED*
« Reply #12 on: January 13, 2018, 01:43:54 AM »
Yeah the modpack download is already compiled. Just unzip it and copy the "data" folder into your Avorion folder and you're good to go.

The other "compilation" is just all the mods individually if you'd rather pick and choose, but TBH, I think they work best if you use them all. ;)

Shrooblord

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Re: [MOD PACK] Galaxy Modpack - Balancing & Difficulty Mods *NEW* *UPDATED*
« Reply #13 on: January 13, 2018, 01:53:49 AM »
Yah, definitely. Looking forward to a galaxy that'll try and kick my ass. As soon as I launch the game. Which will be... right... now. *waves*
Shrooblord

Shrooblord

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Re: [MOD PACK] Galaxy Modpack - Balancing & Difficulty Mods *NEW* *UPDATED*
« Reply #14 on: January 13, 2018, 02:42:19 AM »
OH MY GOD ALL MY CREW ON ALL MY SHIPS ARE DYING BECAUSE I HAVE INSUFFICIENT ENERGY TO SUPPLY TO THE LIFE SUPPORT SYSTEMS
hahahaha thanks dude, loving this so far

EDIT:
Oh, ho ho, yeah, it's kicking my ass alright. Tiny three-ship Xsotan invasion force. Wiped out all my defenders in my home sector with ease. Couldn't even outdamage the healing of their shields. This is brutal. I love it!
« Last Edit: January 13, 2018, 03:05:47 AM by Shrooblord »
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