Leinad's Epic Rebalance Mod is
an adjustment for 7 deadly Sins which i first created for my personal LAN games with friends to match our personal taste.
Now i thought why not share it with the community and even enhance it with the suggestion of the people around.
Keep in mind that i just balanced things for the 3 vanilla races and the Atlantians, i'll do the other races later when they are more polished.
You need DANMAN's 7 deadly Sins mod which can be found here:
https://forums.sinsofasolarempire.com/306277
I'll post now some aims of this mod which should be considered if you make suggestions for changes (which are ofc welcome as long as they follow those "guidelines"):
- like the title says, this mod is supposed to be "epic", this means more action, bigger and more varied fleets, a more realistic approch to fleet battles, more resources / less penalties for expanding and overall just more strategic depth
- now the rebalance part. What i didnt like about the vanilla game is that LRM's and especially Heavy Cruisers are pwnmobiles. Heavy Cruisers have simply no weakness which leads to spamming of this single unit type. Though this is just one example of the overall balance which doesnt have enough counters so i drasticly changed damage classes to give clear and more logic weaknesses to ships (a "big" ship like a heavy cruiser should be stronger vs bigger ships than against small and agile ships).
Totaly reworked the armor and damage type's, new ones can be seen here:
https://www.sinsofasolarempire.homepage.t-online.de/Stats.pdfLike you can see i tried to give ship classes more specific roles though it needs a lot of testing and nothing is final, there are a few questions like if Light Frigates will dominate the game to much from early to mid game or if scouts / carriers with fighters are a viable counter.
So ill be glad for feedback but plz understand that i cant and wont include every suggestions.
But there are more changes, i also included Kreyon's mod which makes capital ships with experience a lot stronger so they are now really feared on the battlefield.
Here are the changes of Kreyson's mod:
- integrated Kreyson's BattleWagons Mod (1.2) to give you "real" Capitals (Mod can be found here:
https://forums.sinsofasolarempire.com/307994/page/1 )
Changes done by Kreyson's Mod:
- 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.
BattleWagons Change Log, v1.1 (1.04 compatible)
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.
Now to the other remaining changes i made:
- Focus fire for all ships deactivated (except strikecraft) => aimed at reducing the focus fire madness and allow ships to attack the appropriate targets
- All shield and hull points of frigates / cruiser reduced to 60% => i simply want more action and reduce the time for ships to die
- Doubled all base ranges and weapon ranges => well i want more epic and "realistic" battles and tiny ranges in space arent that
- strikcraft range by 50% increased (balance reasons to keep up with the other changes=
- Number of strikecraft for carriers doubled but cost increased => carriers were too weak in vanilla, they are now more cost/damage effective
- Sieges do 50% more planetary damage. (obvious siege unnerf)
- Capital cost increased to 4000 / 500 / 350 (balance reasons, capital shield/hulls arent decreased so now they are a bit more expensive)
- Capital and Titan build time doubled (see above)
- Illuminator damage reduced by 10% (Illuminator's were too strong compared to other LRM's)
- More Fleet Points (10k) and Caps (max Caps are now 32) - (well its an epic mod) ^^
- Maximum Upkeep reduced to 44% (i dont want to punish players so much for creating a bigger fleet)
- Stronger Pirate raids. (personal taste, i like a challenge
- Turret costs increased to 250%
- Turret Hull points increased to 150%
- Turret range increased to 230%
- Turret damage increased by 20%
- Hangar cost increased to 300%
- Hangar strikeccraft number increased to 8 (TEC and Vasari), to 12 (Advent),
- Hangar hull points increase to 150%
=> planetary defense is now able to stop mid sized fleets and you should spent now more thought where you place your defence cause of the increased costs.
Allegiance change (old values in brackets):
allegiance 1.00 (1.0)
allegiance 0.95 (9.0)
allegiance 0.90 (0.8)
allegiance 0.85 (0.7)
allegiance 0.80 (0.55)
allegiance 0.75 (0.4)
allegiance 0.70 (0.25)
allegiance 0.65 (0.25)
allegiance 0.60 (0.25)
allegiance 0.55 (0.25)
allegiance 0.5 (0.25)
=> simply supposed to increase your income so you have now weaker but overall more ships and less punishment for expanding (25% income is redicilous)
So thats it for now, like i said i want feedback and suggestions cause especially balance is test intensive work.
Thanks to DANMAN and his team and to Kreyson for their great work, you can't stress enough what a great project 7 deadly Sins is.
Updates:Changes for v1.03:- Damage and armor types have been redone from scratch, new ones can be seen here:https://www.sinsofasolarempire.homepage.t-online.de/Stats.pdf "Strong vs" descriptions are now updated for the new stats
- Vasari Overseer, TEC command cruiser and Advent Subjugator are now destroyers.
They are a new combat unit between light frigates and heavy cruisers.
Their AM has been decreased from 350 to 150 and their AM regeneration from 1.0/sec to 0.4/sec.
Changes for v1.02:- Fixed command points for advent hangars.
- Fixed pirate turret costs
Changes for v1.01:- Fixed the pirates (they were still using the new pirate ships from 7DS, its now back to vanilla pirates)
My mod (v1.03) can be found here (compatible with 7DS v1.3d):
Download Leinad's Epic Rebalance ModInstallation:
(1) Make sure that you have 7 deadly Sins (v1.3d) installed and in your mod directory
(2) unpack my mod files
(3) copy those files to the 7 deadly Sins folder and overwrite existing ones (backup of the 7DS mod recommed if you wanna play it without my changes).