Awesome Mod!
Please allow me to give you some feedback:
Notice: I have written this after a very bad day at work, so I apologise in advance for lack of order and the wall of text.
General:
It might be a good idea to place the installation instructions outside of the folder SotF Core Reb.QA. The download archive would seem to be a better place. That way you would have it visible after unpacking. At the moment unless you know that it is in SotF Core Reb.QA you are in for a lenghty search.
Faction/Race overview: While you have posted quite some interesting stuff here and on ModDB, it is still somewhat lacking. Especially a general overview about racial/factional strengths and weaknesses. For example it is very hard to tell what is the - intended difference - between Rogue Traders and Rogue Syndicate. Similar with Hypercorp and Psicorp. Or the Colonial/Cylon Rebels/Loyalists.
Something like:
- TEC Loyalist: Strengths: Good defense and late game eco, very durable Titan. Weaknesses: Titan lacks firepower, weak on the offensive. Preffered strategy: Provoke enemy into wasting his ships on your fortified worlds.
- TEC Rebels: Strengths: Good offense, Titan can 1o1 any other Titan. Weaknesses: Weaker defense, Titan not as good in sustained combat. Preffered strategy: Offensive... offensive... offensive.. and never look back.
General information:
Rebellion 1.52 with DLC Forbidden Worlds
My order of activation:
TXT
Version 0
enabledModNameCount 11
enabledModName "SotF Planets SinsPlus Reb.QA"
enabledModName "SotF Addon Artifacts Reb.QA"
enabledModName "SotF Addon Disable Superweapons Reb.QA"
enabledModName "SotF Race Advent Reb.QA"
enabledModName "SotF Race Hypercorp Reb.QA"
enabledModName "SotF Race Nephilim Reb.QA"
enabledModName "SotF Race Tec Reb.QA"
enabledModName "SotF Race Vasari Reb.QA"
enabledModName "SotF Race Rogue Reb.QA"
enabledModName "SotF Core Flagship Reb.QA"
enabledModName "SotF Core Reb.QA"
Enabled Checksum: 192 970 8267
NOTICE: I integrated SOTF and SOTF Fall of Kobol in my mods folder.... so your checksum may vary, even if the BSG related stuff is not activated at the moment.
SotF Core Flagship Reb.QA
- Getting a random flagship at the start of the game is certainly a cool features, but it does have some possible balancing issues: Depending on what flagship you get, you might be at a disadvantage compared to the same race getting a "better" capitalship.
- Other than being slightly more durable and having more firepower, there isnt anything that makes the flagship special.
- Maybe I was just unlucky, but it seems that you can only get Vanilla Capitalships as Flagships.... at least I never got a Vera Class Flagship.
- IDK if it is possible to have faction specific flagships? For example, TEC Rebels get Marza, TEC Loyalists get Kol.
SotF Addon Disable Superweapons:
Funny side note... does - naturaly - not disable Rogue Syndicate Titan Mini Novalith^^
Advent: The new capitalship is very cool. And with portable Mass Dissorientation and Power Surge its is quite powerful. And the phase missile block tech does WONDERS in the Vasari VS Advent matchup.
Hypercorp: Havent played them much, still unsure what defines Psicorp. Titans feel underwhelming compared to the juggernauts of other races.
Nephilim: I love the race. They might be slightly op though. They have multiple things speaking in their favor:
- Trade Port = Culture Center.... meaning you and the AI can and will spam them like there is no tomorow. Not only you will earn a huge amount of money, but you will seriously press your enemy into building a significant amount of counter culture centers. Having a Nephilim next to my already besieged empire quickly becomes problematic.... because that relative insignificant attack that cost you one culture center on the other side of your empire quickly causes red lines everywhere. Lines you have to spend considerable logistics to push back again.
- High cultural upgrades.... making their already formidable economy even more powerful
- Good defense - Having Shield Bestowal on the puny and cheap turret helps a lot to keep your important structures alive. Starbase is nothing to sneeze at either.
- Deceptivly weak ship stats hide their true power quite well...
"Hostile forces have arrived" - I have an halfway upgraded Orky... that is more than enough to deal with 3 cap ships and a bit of support, isnt it? Our starbase has been destroyed.... WHAT?
Or what about mopping up that few lousy planetary defenders with my Titan supported fleet? "Our Titan has been defeated!" Half my fleet lost and those damm few ships are still in comparable good shape.
Enough... time for merciless focus fire..... DIE...... DIE.... "One of our capitalships has been lost"..... Mine not his ... come on.. DIE... One of our capitalships has been lost... I HATE YOU! but the cruisers should finish the job, just 800 HP left.... --> cruisers die..... enemy ship is still alive. --> RAGEQUIT!
Of course after a few battles you retreat in time/bring enough firepower with you.... but the surprise effect is indeed notable.
The combined hull and shield restoring abilities make it a major pain to kill any of the capitalships, unless you have vastly superior firepower. Add a mid level Coronata and the Nephilim ROFLstomp most things with only minor losses. Add an immensivly powerful culture attack and you often really cant afford a second front line, without loosing half your empire to the Nephilim in no time. Any and all Nephilim incursions needs the large majority of your military to push back.... unhealthy when you are under attack from another enemy.
Suggestions: It might be a good idea to tune down their eco a bit.... considering their vastly powerful military and their slot saving due to not having culture centers.
Rogue Trader: YARR! Please allow me to congratulate you on the HILARIOUS research descriptions. I laughed a lot when reading them.
The race is rather tricky to learn and to play, the population loss from not maxed out logistics does notable slow down early game as you are rather soon forced to build lots of logistical structures to avoid falling behind economically against other colonizing empires. On the other hand, the powerful Arcardia colony capship is quite capable of dealing with most militias on its own. The Rogue Raider is a very powerful non capital colony ship and can put a swift end to fledging hostile settlements or militias, especially if fielded in numbers.
Having a few of those attacking multiple planets of the enemy at the same time can be very devastating. One the one hand, you need some serious firepower to take them down on the other hand they bomb planets into oblivion quite quickly. With the early available speed upgrade, catching them can be difficult, too. I am glad that I did not have to face them used by a human enemy yet.
They have only one drawback, the focus planet bombing above everything else. So unless you repeatedly give them attack orders, they wont fire on the important enemy ships until the planet is dead. Maybe they should focus on ships first and then go to planet bombing?
And please consider giving them the pirate voiceover.... the TEC colony frigate is not up to the job^^.
The Yamoto Titan:
- Awesome model! First time I saw a enemy one I was like... WTF.
- That is of course just a question of personal opinion... but please consider exchanging the Ragnarov Gaus Bolts with the Arcardia Gaus Bolts. They look much better imho. Also to make it more different from the Ragnarov.... the Guns should fire in sync... like on the Arcardias. (All 3 guns fire at the same time.... than are silent... then fire again and NOT the one by one fire of the Ragnarov. Ohh.. and please increase their projectile speed to that of the Arcardias.
- Asteroid Defense - what a nice idea! Obviously it lacks a graphic representation, which is sad. Although I do of course realize, implementing such a thing may be very difficult. Maybe the ability should be redesigned to an offensive one?
- Funnel rockets. Funny... but they seem to be rather ineffective?
- Ultimate reflexive aura..... I am unsure.... does it have a graphical effect on the ship?
The Pirate ships: While very fun, having no shields makes them more of a liability than a help. Especially in late game. The Rogue Raider, although being a colony ship, seems to be more effective in battle, due to having shields, multiple banks and bombing capability.
Research tree: The Rogues research tree causes confusion when you firstly play that race. Things you would expect in "civil" are in "military" and vice versa. After getting used to it, it is perfectly fine though.
Capital Ships: I really like that you have to take a disadvantage when choosing and advantage for many of your capitalships.
Rogue Syndicate Titan: The Mini Novalith is hilarious. The ship however seems to be rather easily overwhelmed, besides having tremendous firepower.
So... I think that is enough of a text wall for now....