wakystuf / ESG-Mod

An Endless Space 2 balance and overhaul mod
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Military Behemoths #1091

Open captaincobbs opened 2 years ago

captaincobbs commented 2 years ago

Make Behemoth Fleet-wide versions of the following coordinator modules:

New Modules

===================== Added in #1092 Military Behemoth Changes

These are just the potential changes I thought were possible, lmk what feedback you have

captaincobbs commented 2 years ago

Waiting on @stygmaskyzoo for icons

captaincobbs commented 2 years ago

Behemoth Weaponization Fleet Repair Module (100% Repair after Battle, +25% Repair each Phase, +50% Movement back after Battle cannot stack) Cost: 250 Industry, 2 Hyperium Ship Cost Reduction on Orbited System Module (10% reduction, cannot stack on system) Cost: 250 Industry, 5 Titanium 5 Hyperium Fleetwide Shrapnel Module (100% crew damage, 50% boarding pod damage, cannot stack) Cost: 250 Industry, 2 Titanium

Juggernaut Blueprints Fleetwide Accuracy Module (+10% Accuracy, cannot stack) Cost: 250 Industry, 5 Antimatter Fleetwide Health Bonus (+25% Health, cannot stack) Cost: 250 Industry, 5 Adamantium Fleetwide Damage Bonus (+25% Damage, cannot stack) Cost: 250 Industry, 5 Antimatter Fleetwide Evasion Bonus (+10% Evasion, cannot stack) Cost: 250 Industry, 5 Adamantium

N-Dimensional Industry Fleetwide Lock-On Module (8% on Fleet, cannot stack, cannot combine with coordinator module) Cost: 250 Industry, 10 Antimatter

Advanced Fusion Power / Hyperium Magnetics Action Point Module (+1 Action Point max on fleet, +1 Action Points gained after battle, cannot stack) Cost: 250 Industry, 1 Titanium, 1 Hyperium

Juggernaut Module Upgrade Upgraded Blast Effect Battery (Same as standard BEB, but 450 damage) Cost: 250 Industry, 1 Antimatter, 1 Adamantium

Distributed Fusion Fleetwide EMP Disruption Field (-75% Shield and Weapon EMP Deactivation Duration on Fleet, -100% Shield and Weapon EMP Deactivation Duration on Self, cannot stack) Cost: 250 Industry, 2 Antimatter, 2 Adamantium

Vacuum Protection Fleetwide Shield Regeneration (200 Shield per Second on Fleet, cannot stack, scales with module multiplier) Cost: 250 Industry, 3 Antimatter

Fleet Shielding Hyperium Fleet Shield (1000 Shield Health, 75 Shield Absorption, cannot stack) Cost: 250 Industry, 2 Hyperium

Antimatter Channeling Antimatter Fleet Shield (2000 Shield Health, 250 Shield Absorption, cannot stack) Cost: 250 Industry, 2 Antimatter

stygmaskyzoo commented 2 years ago

are those strategics definitive? making the ones with two colors is gonna be fun

captaincobbs commented 2 years ago

Yes, though they may be modified after this is finished due to balance reasons.

stygmaskyzoo commented 2 years ago

updated most of the monocolored modules: module + behemoth + shrapnel + recolor module + behemoth + accuracy + recolor module + behemoth + damage + recolor module + behemoth + evasion + recolor module + behemoth + health + recolor module + behemoth + lock on + recolor module + behemoth + repair + recolor module + behemoth + shield regen + recolor

are these last ones the same icon with different strategics?

Fleet Shielding Hyperium Fleet Shield (1000 Shield Health, 75 Shield Absorption, cannot stack) Cost: 250 Industry, 2 Hyperium

Antimatter Channeling Antimatter Fleet Shield (2000 Shield Health, 250 Shield Absorption, cannot stack) Cost: 250 Industry, 2 Antimatter

what happened to defense % only applied to behemoth?

captaincobbs commented 2 years ago

Yes, the last two are the same with different strategics.

And you're right, oops, forgot defense %

Applied Cryogenics Behemoth Lenser (25% Less Damage Taken on Ship, +20 Targeting Weight, cannot stack) Cost: 160 Industry, 1 Antimatter

Split-second Ablatives Behemoth Jammer (6 Movement Speed, -10 Targeting Weight, cannot stack) Cost: 160 Industry, 1 Adamantian

stygmaskyzoo commented 2 years ago

module + behemoth + emp + recolor module + behemoth + ship cost + recolor module + action point + recolor module + behemoth + blast + recolor

only jammer + lenser left i'll have them soon, hopefully tomorrow

NoProblemWithThisAcc commented 2 years ago

on low contrast/brightness monitors the peach and red don't exactly show up like they should. Can you make the red a bit deeper and the orange a bit lighter so it is more easily distinguishable? This normally isn't a problem for single color icons but players might not expect the new mashup.

stygmaskyzoo commented 2 years ago

i've sent them to cobbs but anyway, here they are: module + behemoth + lenser module + action point + recolor module + behemoth + blast + recolor module + behemoth + emp + recolor module + behemoth + jammer

Arpharnator commented 2 years ago

can't wait to muder people with these