Starbases

Are they too weak?

Greetings,

I am having fun to mod and I already expanded the tech tree under Planetary invasion and under Ethics to make 4 times more research. It is simply because I often maxed out the fun stuff in the tech tree and after a while, diplomatic victory is impossible to attain without really wiping the enemies.

Anyway...

I noticed it is always quite easy to kill the starbases if you don't park a powerful fleet on the tile. Even if the base is fully upgraded, it can't stand an enemy fleet. Anyone tried (or has thoughts) about making the starbases really more powerful so the resources you put toward them won't be wasted so fast by war?

When you have a fully upgraded economy starbase, it is like having 20 constructors invested in it. At about 1100 BCs each, it is like having 24,000 BCs going into smoke at the first war. Personally, after I saw again and again my fully upgraded defensivelly and attack wise my starbases, I now just upgrade the economic/influence modules. I'll make a military starbase only if I need to take a particularly well defended planet.

I did not check the XML files in details yet, but by boosting the starbases HPs and weaponry it should solve the issue. Also, maybe by expanding the starbase reseach tree, it could have a better tree components.

Thank you
9,387 views 9 replies
Reply #1 Top
Starbases have defences??

oh ic, so thats what all those tiny little weapon modules were for!!

I thought they were there just to have colourful fireworks to celebrate the enemy ship destroying it!
Reply #2 Top
We have been complaining about how weak starbases are in combat (even fully upgraded) for a long time. I think at this point it is a lost cause. At the very least def and attack racial boosts apply to the starbases. The research time and constructor cost for a fully upgraded is not a worthwhile investment, in most cases. It is hard to make a hard and fast rule.

Still, some starbase upgrades are worthwhile. It just means that they can never really become self supporting. They need help from ships to survive. In my experience, this helps the player, we are generally much better at defending those fully built starbases with ships than the AI, so the current system helps us really.
Reply #3 Top
Anyone tried (or has thoughts) about making the starbases really more powerful so the resources you put toward them won't be wasted so fast by war?

The research time and constructor cost for a fully upgraded is not a worthwhile investment, in most cases. It is hard to make a hard and fast rule


yes, i've added some mods. first i changed GC2types so that SBs have a huge hull instead of a large, giving them more hitpoints.

next, i upped the attack and defense values for SB weapons. for level 1 defense, i used the value of the old level 1 + level 2. level 3 were moved to level 2, and the new level 3 was an equal %age increase from the previous jump (can't remember the exact numbers).

it still didn't help much. when the AI decides to take out a starbase, it'll do it unless you send help. i still like the changes, though.
Reply #4 Top
Can starbases be repaired? As far as i can tell they can't, but i've been wrong before.
Reply #5 Top
I've actually written a mod to alter Starbase combat (amoung other things) greatly and make so the AI can handle strbases better too.

Aside from altering the tech tree (making getting modules a little more logical), I've altered the requisites that the modules have. To upgrade your starbase, research the apporpriate tech. The research cost was designed to keep people from blitz upgrading their starbases to make them invincible (relative to current game status). In addition, the combat modules are linked to the weapons tech. You research missles, your starbases primary weapons will be misles.

I also altered all the starbase combat modules to make them more effective. A fully upgraded starbase will pack around 600 attack and 500 defense in the areas you reserach (missles/sheilds for example) and lesser values in the other areas.

Right now the mod is finished except for balancing. In my current test game, I've noticed that the starbases offense and defenses tend to outpace the condition of fleets. Ideally, I want the base to keep up with teh fleets so they are not invincible (fleets have 80 attack, base ought to have around 70ish). Right now, The bases are around 255 compared to low 100's for fleets. I'll prolly solve this by increasing module cost and increasing research cost. If that doesn't work, I'll increase the number of modules and reduce the incriment.

Hopefully I'll finish it in the next two weeks (I'm leaving on a business trip for a week) and If I feel people might like it (and its good quality), I'll be more than happy to put it in the library.

- I dont' think starbases can be repaired (they do repair naturally over time [probably related to your races repariability] - and gain experience it seems). While not implemented in the game, there is a module type called "repair". I haven't experimented with it, but from what I read in the modding guide, it looks like it would increase the repair rate of ships and bases in the base's range.

Reply #6 Top
Greetings,

I am quite curious to see your modding changes. I quite like the "personal" enhancements I did with mine and this is the only thing left I don't like.

Frankly, for me, a starbase should need a whole fleet to take out. those are supposed to be huge, generating a lot of energy and can have impressive attack and defense systems. Remember DS9 and the Klingon war? hehehehehe

Thank you
Reply #7 Top
yeah that was the goal in my mod.

I'm currently traveling for the next week (Helllloooo Midwest USA!), and odn't have access to my mod. In addition its not totally complete in the terms of balance, as I mentioned earlier. That and I do have a lot of typos in my descriptions and names (a source of much anguish)

I'll be more than happy to share it with you when I return.
Reply #8 Top
Remember DS9 and the Klingon war?


Yes, i have mentioned this before too.

Also the number of Klingon ships involved make ingame logistics look like a bit of a joke!
Reply #9 Top
Can starbases be repaired? As far as i can tell they can't, but i've been wrong before.


With GalCiv2, there was an example mod that had some repair techs you could add onto the regular tech tree. It also included a Repair Bay module for starbases that helped with that function. I'm not sure it directly affected the base itself though. I'm guessing it did.