[Rel][Server] NavalRedux 1.72

Discussion in 'Released Mods' started by thetrophysystem, June 11, 2014.

  1. thetrophysystem

    thetrophysystem Post Master General

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    [​IMG]

    By: @squishypon3 , @stuart98 , @thetrophysystem, @zx0 , @zombiefan564

    Newest version 1.51 for 74525! Comment on balance with 74525 at the top of your post, popular vote will be adjusted. If you thumbs up this to let me know it's great to play naval, it would increase the visibility of naval love and respect; ill appreciate it.

    This mod changes the following:
    -Commander: 3x longer fabrication range, roughly 50% damage nerf to AA and torpedo weapons, marginal range decrease to AA and torpedoes.
    -Slammer: Shorter range torpedoes, below bluebottle and above sea bass. Rate slightly increased to comphensate.
    -Dox: Friendly reminder that vanilla JUST CHANGED to make this amphibious too. Be warned. Narwhal has rapidfire and most naval has range advantage so besides getting uberswarmed naval has the advantage of attrition.
    -Naval fabricators: have bot speed, vehicle health, landfabs efficiency, 2x fabrication range
    -Sun Fish: Anti Air/Land/Sea Missiles, 18 speed, cheap raiding role. "Scout" phased out via large naval given enough vision
    -Sea Bass: Looks like "Attack Sub", is torpedo boat. Skirmisher role, quick enough to deploy on reaction or flank with, cheap and efficient dps, limited to naval only, cannot attack land or air.
    -Bluebottle: Old Orca Name. Slow, yet armored, longest range t1, high damage, multiple cannons, effective anti land.
    -Combat Fabrication Boat: Ships need repair and the heavier the ship the more efficient the health per cost, so combat fabrication boats can maintain friendly ships throughout an attack.
    -Narwhal: Moved to t2, expensive Flak AA with anti-surface rapidfire small bore cannons, not highly lethal to individual air units but can weakly damage the whole sky at once.
    -Stingray: t2 missile ship, high damage high range missiles sniping most t1 structures and packing a good hit against vanguards/commanders. Ammo system stores EDIT: 5 missiles for 900 damage each and 10 seconds to recharge a missile
    -Leviathan: t2 cannon ship. Low damage high range cannons, the cannons are staggered so each mount fires a cannon at a time, 4 cannons per mount, so 16 shots in 4 salvos, very rapidfire, rains down upon an enemy base or army. Heavily armored.
    -Mines: No longer bound to land, the landmines can be layed across water. Questionable use, but integral nonetheless.
    -Teleporters: Across multiple water worlds, it wouldn't be as interesting if units couldn't be sent through teleporter. Likewise, assists in the deployment of large ships across time and space for extremely powerful sneak attacks. Make sure not to link naval to land!

    NEW Upgrade from 1.21 -> 1.51!!!
    -Commander- Torpedoes about equal to orca's dps and same range. AA as strong as current, with existing AOE as well. fabrication range of 60. land-weapon 60 damage at 3.0 rof instead of 80 damage at 2.0 rof and 50% faster bullet speed.

    -Combat Fabrication Bot- Bound to land only, cost decreased to 300.
    -Combat Fabrication Boat- Bound to sea only, cost decreased to 350, repair rate 40 metal, uses ComFabBot StratIcon to avoid clientside mod.
    -SunFish- 18 speed, 10-20 metal more than AA tank
    -SeaBass- now uses Ant's StratIcon to phase out client side mod requirement
    -Bluebottle- .3 rof instead of .2, little less health per metal, forgot which went up or down.
    -Narwhal- t2 still, flak still, the ship/land gun is now a believable "small bore ship cannon" with 160 range and grenadier like arc and shot appearance with 25 damage and 2 rof.

    -Stingray- drains 100 energy, 5 shot storage, 10 second recharge per 1 shot, 0.8 shot a second, 900 damage a shot, 4500 damage from 5 shots in 6 seconds. Enough to strike several structures or units of various importance (economy, strong tanks, ships) once entering range, but not sustain fire without a recharge
    -Leviathan- Checked for any bugs in damage output. Lowered health by 1500 to 4500, cost is still 4000, still does 200 damage a second from various cannons: 40 a shot, 4 cannons a salvo, 1.3 rof per salvo
    -Mines- Land and sea still. Big change: Complete invisibility so enemy cannot believably target and fire and must believably run them over theoretically unavoidably. Cost of 40, trigger range of 5, splash range of 10, damage of 50
    . The damage and cost is to make them whittle down an army, instead of destroy one.
    -Basic Radar- Lowered range to 450, increased metal value to 400, lowered orbital detection to 200 vision, rendering it a "point radar" or "proxy radar". T2 radar is still OP, convenient, and large area coverage.
    -Basic Land Balance- **** got too crazy, so basic land balance will also be enforced just to make vanilla stomacheable. Dox price increase to 60. Grenadier price decrease to 80, damage to 50, 0.4 rof, 40 health.
    -Advanced Combat Fabrication Bot-
    Cost decreased to 1500, range of 100, metal usage 40, no energy usage, 300 bot 500 boat health, same build options.
    -Anglerfish- A nuclear missile boat. 8000 metal. It has only 150 range on it's weapon, and the mini-nuke-warheads are only 80 radius and 3200 damage (more to structures and commander). The unit consumes 50 metal for 100 seconds to recharge it's nukes. It is a utility unit to be escorted with an army to function as panic-button style crowd control.
    -Air Balance- Air is the only other option in naval water, and isn't as "badass" as it used to be, despite additions oddly enough. In that regard, Kestrel will be given high health and lower damage. T2 bomber will be given lower health and lower cost. Pelican will be given cost adjustment and made radar invisible.
    -Reduced Physics Spaces- In an attempt to make the teleporter work even better, as well as adjusted push classes to sort out movement and teleportation.

    NEW FOR 1.71!
    -New Name For Combat Fab Boat- Fiddler Crab
    -Target Priorities- leviathan prefers mobiles, stingray prefers adv.naval and structures, sunfish prefers air
    -AnglerFish- Can now target and hit orbital in it's splash, also 500 reduced metal cost and 10 increased weapon range.
    -AI Can Use Naval- Uses new units and more likely to build naval, despite not amazingly so.

    -Grenadier- splash reduction. They really messed up blobs of dox because it was rather large. I made them where hitting the ground also score a hit but not on any more than 2 of them.
    -Mines- given larger aoe and trigger because they were often not set off easy enough, along with a lesser damage max range to prevent from countering bots any more super harder than it does.

    -Added turret balance- another thing that needed tweaked due to excessive disuse. Single was mild, 50 more hp 50 less metal and atop that less rof and more damage to equal dps. Double was actually a health reduction and noticable metal reduction to about double the cost of a single. Triple was actually nerfed in health as well, a little less metal, and a lot less rate and even less dps despite stronger shots, but its 160 range which makes it less likely to die to long-ranged t2 units without effect.


    Download below, AND on PAMM/PAHub

    Here is also a prototype nuclear missile ship, t1 range for higher than t2 price but huge initial impact. Ammo also costs a big chunk of metal and recharge time.

    Attached Files:

    Last edited: November 14, 2014
    Remy561, optimi and stuart98 like this.
  2. stuart98

    stuart98 Post Master General

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    Version 1.0.1 released!

    Fixed an issue with the narwhal, increased size of mine explosion.

    Attached Files:

  3. thetrophysystem

    thetrophysystem Post Master General

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    Thanks.

    I suspect there was a problem with the narwahl, as well as the stingray, that actually carries over from vanilla. For instance, the stingray missiles hesitate to hit an underwater commander, so if you notice a fix please help with it. EDIT: FIXED IN VANILLA.

    Pushing yours to OP.
    Last edited: August 11, 2014
  4. stuart98

    stuart98 Post Master General

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    Version 1.0.2 released!
    Fixes a problem that prevent combat fabrication ships from being built.

    Attached Files:

  5. stuart98

    stuart98 Post Master General

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    Version 1.0.3 released!
    Fixes a bug where the combat fabrication boat was selected with fabbers instead of with combat units.

    Note that there is a known bug in the current version where fabrication subs are unable to reclaim. This is a bug in vanilla with the land combat fabbers as well. We are currently looking into ways to work around this.

    @thetrophysystem Care to fix the link to me in the OP? :)

    Attached Files:

  6. thetrophysystem

    thetrophysystem Post Master General

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    Hu? Oh. Sure. My mind has been, elsewhere lately. Notice the color of my name. (tomorrow)

    Oh, yeah, sure, will push your version and then I will also make teleporter work with naval, eh? Tomorrow and/or the next day, I want to make an aircraft carrier using "staged" units. I bet it will be bawss.
  7. thetrophysystem

    thetrophysystem Post Master General

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    Best time it has been in a while to repatch this. Still will typically perform vanilla in every other layer except the interesting and powerful naval play.
  8. stuart98

    stuart98 Post Master General

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    Just copy the curent version of Statera's naval over, this time including torp launchers.

    Speaking of which, I need to nerf the T1 torp launchers damage per torpedo by 25%.
  9. thetrophysystem

    thetrophysystem Post Master General

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    I sort of did that, kind of not really... just check out the new download (also apply it to PAMM please, or give me PAMM permissions on github?)

    I did use all the basic roles of statera naval or how naval redux was already, it was just easier to do the changes to the new files instead of editing every single field in the statera jsons.

    Change list is updated in OP, DL updated in OP.
  10. stuart98

    stuart98 Post Master General

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    You... you didn't include the speed changes? More than anything else, the speed changes are what makes Statera naval so much fun.
  11. thetrophysystem

    thetrophysystem Post Master General

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    It goes up and down. What are current Statera naval? I tested speed in-setting and 20 for Sun Fish was high enough to micro against air and never take losses from bombers so I went with 15. Sea Bass are 14, still faster than vehs. Combat fabbers are 12, a slight penalty to sea bass to drag them along but fine with any larger ships. Bluebottle was decent speed of 9, leviathan of 6.

    Did a quick-add to slammers, shortened range of torpedoes to be just below bluebottles and just above anything else. They are already nonlethal-ish, I even increased their rate. Their numbers and range just made them "naval sniper/kiters" and we all know we don't need naval-gile
  12. thetrophysystem

    thetrophysystem Post Master General

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    I am taking a nap, but I updated to 1.14 and fixed naval fabbers unable to "use" teleporter (they don't use the "orders" list from base_ship as most fabbers of all layers dont, so it was easy to miss them).

    I say this because I am already working on integrating AI use of the new naval units. Basically giving it a reason to blend seabass and sunfish into naval at even intervals, and to use narwahl from "advanced" and in response to air units, and copy test to builds from land combat fabber over to naval one. Really it is easy, just had to actually add the units into recognition by the AI, once the AI even knows what to call them it can determine when to build it.
  13. igncom1

    igncom1 Post Master General

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    Request: Have the naval unit death explosion be large enough to envelop the entire unit, as to not look as jarring when they disappear.
  14. thetrophysystem

    thetrophysystem Post Master General

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    See post 3 below for complete and edited list in ideas for 1.5!
    Last edited: November 8, 2014
  15. stuart98

    stuart98 Post Master General

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    1. Meh, whatevs.
    2. Why?
    3. Won't work, it won't be able to exit the factory.
    4. See #3.
    5. Sure, but Gil-Es don't currently shoot down stingray missiles.
    7. Leviathan is most broken unit in the game no matter what you do. :(
    8. Yus.
    9. Not sure how you've balanced these so I can't comment.
    10. Good luck!
  16. thetrophysystem

    thetrophysystem Post Master General

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    Make it not require a client side mod.

    Anyway, I won't question you on the bots. I will deal with it, and just not make land combat fabbers bound to land.

    added to 3) ... + advanced combat fabrication boat, 2000 cost, 800 health, regular combat fabrication rate, advanced combat fabricator stats (which are tweaked on land as well)

    Added an 11) Make mines entirely invisible, with like 30 damage each. Makes them do more damage the thicker they are laid, and still be effective against infantry. Might buff their damage if needed.

    And more:

    12) Nuclear Reactor. Nuclear Sub Model. SI Name of Vanguard. Radar Invisible. 4000 metal. 4000 health. 8 speed. It has a weapon of range 30, to self destruct with a radius of 100, and do 6000 damage. Can be transported in pelican and astraeus.

    13) Pelican is made radar invisible.

    14) Kestrel is given higher rate of fire, lower damage, higher health. t2 bomber given less health. Costs possibly adjusted to fit a graceful use against naval.

    15) dox cost increase to 60, grenadier cost lowered to 60, grenadier damage increased to 50, grenadier range decreased to 90, combat fabber bot cost decreased to 350.

    16) Advanced combat fabricator bot and boat, cost 1500, 800 health, 40 fabrication rate, 100 fabrication range, all current buildables. Bound to respective terrain.
    Last edited: November 8, 2014
  17. thetrophysystem

    thetrophysystem Post Master General

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    Okay, so the following is a canidate changelist on Naval Redux 1.5.

    I will make it as detailed as possible, starting with the existing changes, then listing the candidate new ideas.

    -Commander: 2x longer fabrication range, roughly 50% damage nerf to AA and torpedo weapons, marginal range decrease to AA and torpedoes.
    -Slammer: Shorter range torpedoes, below bluebottle and above sea bass. Rate slightly increased to comphensate.
    -Dox: Friendly reminder that vanilla JUST CHANGED to make this amphibious too. Be warned. Narwhal has rapidfire and most naval has range advantage so besides getting uberswarmed naval has the advantage of attrition.
    -Naval fabricators: have bot speed, vehicle health, landfabs efficiency, 2x fabrication range
    -Sun Fish: Anti Air/Land/Sea Missiles, 15 speed, cheap raiding role. "Scout" phased out via all naval given firing vision range
    -Sea Bass: Looks like "Attack Sub", is torpedo boat. Skirmisher role, quick enough to deploy on reaction or flank with, cheap and efficient dps, limited to naval only, cannot attack land or air.
    -Bluebottle: Old Orca Name. Slow, yet armored, longest range t1, high damage, multiple cannons, effective anti land.
    -Combat Fabrication Boat: Ships need repair and the heavier the ship the more efficient the health per cost, so combat fabrication boats can maintain friendly ships throughout an attack.
    -Narwhal: Moved to t2, expensive Flak AA with antisurface machineguns, not highly lethal in single unit 1v1 dps VS air, but can hit rather large groups.
    -Stingray: t2 missile ship, high damage high range missiles hit 2000 sniping most t1 structures and packing a good hit against vanguards/commanders. Ammo system stores 3 missiles, each missile charges in 12 seconds, takes little over 30 seconds to have all 3 missiles back up and charged. High alpha basically
    -Leviathan: t2 cannon ship. Low damage high range cannons, the cannons are staggered so each mount fires a cannon at a time, 4 cannons per mount, so 16 shots in 4 salvos, very rapidfire, rains down upon an enemy base or army. Heavily armored.
    -Wreckage: Turned off for naval units, naval does not leave wreckage because it blocks pathing and ends up killing all the ships should the one in front die because it bottlenecks it's allies.
    -Mines: No longer bound to land, the landmines can be layed across water. Questionable use, but integral nonetheless.
    -Teleporters: Across multiple water worlds, it wouldn't be as interesting if units couldn't be sent through teleporter. Likewise, assists in the deployment of large ships across time and space for extremely powerful sneak attacks. Make sure not to link naval to land!
    -Icons: The game requires a provided client side mod for icons for non-vanilla units, like the combat fabricator and sea bass.

    -Commander- Torpedoes about equal to orca's dps and same range. AA as strong as current, with existing AOE as well. fabrication range of 60. land-weapon 60 damage at 3.0 rof instead of 80 damage at 2.0 rof and 50% faster bullet speed.
    -Combat Fabrication Bot- Bound to land only, cost decreased to 300.
    -Combat Fabrication Boat- Bound to sea only, cost decreased to 350, repair rate 40 metal, uses ComFabBot StratIcon to avoid clientside mod.
    -SunFish- 18 speed, 10-20 metal more than AA tank
    -SeaBass- now uses Ant's StratIcon to phase out client side mod requirement
    -Bluebottle- .3 rof instead of .2, little less health per metal, forgot which went up or down.
    -Narwhal- t2 still, flak still, the ship/land gun is now a believable "small bore ship cannon" with 160 range and grenadier like arc and shot appearance with 25 damage and 2 rof.

    -Stingray- drains 100 energy, 5 shot storage, 10 second recharge per 1 shot, 0.8 shot a second, 900 damage a shot, 4500 damage from 5 shots in 6 seconds. Enough to strike several structures or units of various importance (economy, strong tanks, ships) once entering range, but not sustain fire without a recharge
    -Leviathan- Checked for any bugs in damage output. Lowered health by 1500 to 4500, cost is still 4000, still does 200 damage a second from various cannons: 40 a shot, 4 cannons a salvo, 1.3 rof per salvo

    -Mines- Land and sea still. Big change: Complete invisibility so enemy cannot believably target and fire and must believably run them over theoretically unavoidably. Cost of 40, trigger range of 5, splash range of 10, damage of 50. The damage and cost is to make them whittle down an army, instead of destroy one.
    -Basic Radar- Lowered range to 450, increased metal value to 400, lowered orbital detection to 200 vision, rendering it a "point radar" or "proxy radar". T2 radar is still OP, convenient, and large area coverage.
    -Basic Land Balance- **** got too crazy, so basic land balance will also be enforced just to make vanilla stomacheable. Dox price increase to 60. Grenadier price decrease to 80, damage to 50, 0.4 rof, 40 health.
    -EDIT: FOR NOW JUST BOT-Advanced Combat Fabrication Bot AND BOAT-
    Cost decreased to 1500, range of 100, metal usage 40, no energy usage, 300 bot 500 boat health, same build options, bound to respective terrains, share StratIcon.

    --BlowFish- This radar invisible boat has 2000 health and 6 speed. It detonates just about like a nuke of 80 AOE when it gets within 20 range of target. If it fails to make it into detonation range, it does not detonate upon death..
    -Air Balance- Air is the only other option in naval water, and isn't as "badass" as it used to be, despite additions oddly enough. In that regard, Kestrel will be given high health and lower damage. T2 bomber will be given lower health and lower cost. Pelican will be given cost adjustment and made radar invisible.
    -Reduced Physics Spaces- In an attempt to make the teleporter work even better, as well as adjusted push classes to sort out movement and teleportation.


    Opinions?
    Try it out below, 1.51 below and 3rd attempt at uploading this next pass of NavalRedux.
    1.51 now pushed to PAMM!

    Attached Files:

    Last edited: November 9, 2014
  18. trojans

    trojans Member

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    why leviathan kill all unit with one shot after update?
    thetrophysystem likes this.
  19. thetrophysystem

    thetrophysystem Post Master General

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    I have heard 3 issues so far. I have no clue on either. If someone wants to collaborate on this @stuart98 @squishypon3 , I would appreciate it.

    1) NavalReduxIcons breaks game. Causes crashes. I figured it is bad to need a client side mod to play a mod others may not be setup for, so I removed need of an icon clientside mod in this version. The torpedo boat uses the tank icon, the combat fab boat uses bot icon, the nuclear sub uses vanguard icon (may use nuke icon real soon as I am still tweaking that as well)

    2) Leviathan 1 shots everything. Why does it do that? I don't seem to get the same bug. I remade the leviathan .json because a prior complaint. Apparently it still happens. The damage per weapon is 40, it fires 4 barrels a salvo, 1.3 times a second. I don't see what in God's green earth would cause this.

    3) Test build of naval redux, 1.61, the nuclear sub is badass, but should only have 180 range, yet has total map range. I think this may have to do with "manual fire:true" setting. idk. If you want statera guys, you can add this unit in yours as well and if you want to help me with this with any of your insight, I would appreciate it and thanks.

    NEWS FLASH!!!

    WHAT THE **** ARE YOU THINKING UBER! TEH BASE F***ING VALUE FOR THE BASE_ARTILLERY.JSON THAT PARENTS THE LEVIATHAN CANNON IS MOTHERF***ING DEFAULT VALUE FOR SPLASH OF 50000 DAMAGE AND 2500 RANGE. NO THE F*** WONDER THE TARGET TAKES NORMAL DAMAGE BUT SOMETIMES THE GAME WILL RANDOMLY END... I DON'T KNOW HOW I DIDN'T CONNECT THE TWO...

    Well that fixes 2)... Thanks for bearing with me Trojan...
    Last edited: November 10, 2014
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  20. thetrophysystem

    thetrophysystem Post Master General

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    I appreciate Trojans, Tatsu, and all the people on Realm TS that apparently do check this mod out. Thank you all.

    I am trying to finalize out the latest 1.61, which addresses the 3 problems brought to my attenion:

    1) a lowish range Nuclear Sub (wasn't satisfied with the vanguard or suicide one so actually added missiles that act as mini-warheads). The missiles are actually capped at unit's weapon range this time, 150.

    2) The leviathan. It uses the parent weapon, base_artillery. Now, base_artillery has a RIDICULOUS default value for splash, 50000 damage over 2500 radius. What... the... hell... anyway, due to that Uber derp, I had to give it a manual value of 0...

    3) The Icons mod should be phased out, and in fact should be removed from PAMM shortly. Uninstall and discontinue use if you haven't already. Instead, mod just borrows land icons, not that land units will be in the water so it just implies double-meaning to the same icons depending on the terrain the icon is on.
    trojans likes this.

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