Hello everyone 
I am currently trying to mod SoaSE to perform more like a tactical RTS, or tactical fleet simulator. I started making the mod for my personal use, but i decided to release it in case anyone likes the changes i've made.
I am concentrating on making the game more based on tactics, micromanagement and unit positioning, while at the same type provide more of the rock-paper-scissors gameplay with better balance.
The mod is made to work in single player, taking into consideration AI choices. It will be best played against multiple Unfair AI.
In the event many people will ask for an MP mod, i may go further and implement more changes, such as toggling betweend shield-draining and hull-damaging weapons. I would like to implement these kind of changes in the Singleplayer version too, but the AI would not be able to recognize and use the new changes.
Current mod version include the latest versions of Sins Plus by Uzii, Bailnight's Graphic Mod, and Volumetric Explosions and Damage effects from ManSh00ter.
Current changes in v 0.1 are:
GENERAL
- Hangar defense squadrons tripled (2 to 6 for TEC/Vasari, 3 to 9 for Advent)
- Hyperspace travel is now 30% faster, to account for bigger planetary radius. Overall travel speed between several planets should be relatively unchanged (needs testing on this)
- In combat strikecraft production time penalty increased from 100% to 300%. It is now harder to constantly produce more and more strikecraft when under fire, making more likely to have a single air force per battle.
- Time from last attack before ships are considered out of combat increased from 10 to 30 seconds.
- Superweapons shells max speed tripled. Acceleration doubled. Starting speed halved.
- Novalith cannon damage increased by 25%. Planets hit by a novalith shell are not able to be colonized again for 30 minutes.
(((However, firing this cannon reduces allegiance from the host planet, possibly causing TEC citizens to revolt and overthrown
local government.)))
- Kostura cannon damage increased by 25%
- Deliverance engine culture spread rate increased by 100%
PLANETS
- Gravity well radius for planets increased by 75%, structure placement range reduced by 25%. Hyperspace range changed from 10000 to 15000 units. This means you'll engage planets at a greater distance from planet structures.
- All planets have one more level of Logistical and tactical infrastucture. Dead asteroids max logistical slots changed from 0 to
4, to allow for trade port continuity.
- Phase jump inhibitors now cover entire area around a planet and completely blocks off phase jumping until destroyed.
Structural hitpoints halved.
- Planet exploration now takes 3x longer, but costs 1/4 of original values. Exploring a planet is now optimal when no other planet
upgrades are needed for the time.
CAPITALS
- All capitals have more squadrons:
TEC
Battleship: 0-2 to 2-4
Carrier: 2-7 to 4-10
Colony: 1-3 to 2-4
Support: 1-3 to 2-4
Planet: 0-1 to 1-2
Advent
Battleship: 0-2 to 2-4
Carrier: 2-7 to 4-10
Colony: 1-3 to 2-4
Support: 1-3 to 2-4
Planet: 1-2 to 2-3
Vasari
Battleship: 1-2 to 2-4
Carrier: 2-6 to 4-8
Colony: 1-3 to 2-4
Support: 1-3 to 2-4
Planet: 0-1 to 1-2
- Increased capital ship avalaible slots.
- Capital ship training crew research levels increased. Fully researched, you will be able to train up to level 5, but it'll cost a lot more to do that, and affordable only in the later stages of the game.
- All capital ships have 25% more hull and shield points.
- All capital ships standard weapons have 50% more range and 25% more damage. Planet bombing damage increased by 25%, but range remains the same.
- Bonus antimatter gained per level increased by 25%
- Colony capital ships speed went from 450 to 525, to match other capital ships classes and mantain better formation.
FRIGATES and TURRETS
- Long range frigates now perform better as artillery ships: They have 25% less hullpoints and shield points, and their attack
range is as follows:
- Illuminator: from 5520 to 11040 (+100%)
- Javelis LRM: from 9800 to 19600 (+100%)
- Kanrak Ass: from 7820 to 15640 (+100%)
- All Long range frigates now deal 10% more damage.
- All Long range frigates defaults to "Local area" attack range, to allow for better micromanagement.
- Illuminators damage distribution went from 50% front/50% sides to 70% front/30% sides. Total DPS is unchanged, but they perform slightly better at longer ranges.
- All Planetary Defense Turrets range is now 14000 units, from 7500 (Advent, Vasari) and 6700 (TEC). Only Vasari and TEC Long range frigates can now fire at them from beyond their range; Advent should destroy them with their superior number of strikecraft
- All Planetary Defense Turrets damage increased by 150%. Be sure to destroy them with strikecrafts or LRM frigates before
engaging the planet!
- Flak frigates weapons range went from 3250 to 4500 units. Their hit chance to Strikecraft went from 70%-75% to 80%-85% for
Fighters and Bombers respectively. They have 25% less hullpoints and shield points, but regen 50% faster. This means they'll be more squishy under heavy fire, but harder for strikecraft to destroy. They are better suited to protect a cluster of LRM ships against strikecraft.
Planned changes for next version:
- Interdictor class capital ship for all races. Able to generate a mobile jump disruption field, blocking all enemy phase jumps in
the gravity well and slowing reinforcements from nerby phase lanes.
- Voyager class capital ship for all races. When deployed, it is able to stabilize phase space, allowing direct travel between any
two of these ships. More costly than basic Capitals and only avalaible in later stages of the game. Also provides support for
other ships with repairs, antimatter refueling, shield projection and basic frigate production (at a higher cost than normal)
- New strikecraft type: Gunboats: These strikecraft, only produced by Interdictor and Voyager class capital ships, are deployed in
pairs and are able to attack structural subsystem of enemy ships, trying to disable weapons, engines, shield generators and
antimatter support generators.