Change log
//-Both HW1 and HW2 races both have a special queue just for resource collectors. (1+collectors for HW2, and 2+collects for HW1)
//I really noticed how boned someone would get if they lost both their fleet and collectors, when losing one is bad enough. One could not make more fleet because one needed more collection. One could not make more collectors because one had no chance of protecting them. Of course the leader in an RTS should have a noticeable advantage, but this was too much.
//Early game on a normal amount of resources to start, this doesn’t increase production much if at all.
//So all and all, it’s not as big of a change as it may sound, but it’s something helpful that may as well be there.
^Shelved this. Doesn’t seem to be possible. There is setConcurrentBuildLimit(NewShipType,0,2) but I can’t tell what the second argument is. Doesn’t look like I can limit production to a ship class. Looking through the API I know of, I’m not seeing a way to check how many build queues are being used. I can check to make sure a collector is being built, but not know how many queues are being used, and I see no way to look up what needs to be canceled in such an event. Let alone simply having a way to have a construction queue that only allows a certain ship.
Ship Changes
-HW1 collectors improved
–collect resources faster
–HP from 6000 to 8000. (HW2 are 2000 and have an upgrade that roughly doubled it)
//For reference, HW1 collectors were 10800!
–Build time from 60s to 50s (HW2 are 30s)
–Resource collection rate from 11.5/s to 13/s (HW1 are 8. It turns out, HW1 collectors being 60% slower AND costing 50% more AND taking twice as long to build, among other things, made them far worse)
–HW1 races now start with 5 instead of the 6 collectors they previously started with, and that HW2 races start with.
//Before, HW1 races would start out slightly faster due to the 6 starting ones then fall off hard. Their starting speed is now about 8% slower but they start mining faster after making 3 collectors.
//Maybe HW1 races should have a lower collector limit now? Not sure yet.
-HW1 resource controllers buffed
–No longer require cap facility
//Why was this a thing?! They absolutely can’t compete without those unless some really major changes were made in many other areas. I’m going the simpler route here, and just making these buildable at the start like HW2 ones.
//I guess I could perceive some salvage corvette rushes with them being so tanky and able to dock them. I’ll have to see if that’s really an issue. If so, it’ll require a lot of reworking to make HW1 economy work with only 2 dropoff points. Most strategies rely on being aggressive with the carrier, MS, or both, and on some maps you absolutely need 3 locations because the start is terrible.
–Max speed increased from 100m/s to 150m/s. Still accelerates and brakes at the same rate, so it takes 50% longer to get to speed/brake.
-HW2 Scouts nerfed
–EMP is now a random damage between 15% of the current effect and 100%, instead of always 100%.
//This may be overdoing it, but they are insane now. Might change it from 50-100%, depending how it plays out. Wish I could hard code a better solution but seems I’m limited when it comes to modding.
//Ideally I wanted a random duration, but that didn’t seem changable without adding a function to every single ship that’d undisable them, assuming addShield() will update the shield after it’s been depleated to replenish it. Even if that works, urg. Could greatly increase every ships shield regen…
–EMP research cost reduced from 1500 to 750. Time quickened from 70s to 45s.
-HW1 Scouts buffed
—Now fire a 6 round burst over 0.86s every 2.91s.
–Damage improved from 7.4-8.3 to 7.4-11.9
//Yes, this is a massive improvement, but they were terrible before. Still think they’re pretty bad and I should give them the 110hp they had in HW1 too instead of the 50 they have. Don’t want to overdo it yet.
–Projectile velocity improved from 1100 to 3500
–Range increased from 1375 to 1900
–Speed improved from 400 to 430
//Even with the speed ability, they hardly got faster than HW1 scouts. Was not worth the lack of EMP…
–Turn rate and general manuverability improved
-Defense Fighters buffed
–HP increased from 45 to 300
–Speed increased from 315 to 415
-Cloak Fighters buffed
–HP increased from 45 to 75
–Speed increased from 270 to 340
–Weapon reworked
—Was 2, 2 round bursts for 14.7-15.3 damage per shot over 1.3 seconds every 2.1s (28.5 dps)
—Now 2, 6 round bursts for 8-11 damage over 0.86s every 4s. (31.5 dps)
—Accuracy is now ~5x against fighters(45%) and 100%(over 4x) against Corvs, increasing DPS that much more versus those targets.
//They’ll now more often cloak between attacks. I couldn’t find a way to increase how quickly they cloak.
//Will often snipe an intercepter each pass, now. As they should, given that they’re later tech and less RU efficient.
–Range increased from 1760 to 2450
–Projectile velocity increased from 2200 to 3500
-Light Corvs rebalanced/buffed
Firstly, I really can’t stress this enough: It may look like I’m overbuffing HW1 units to make them OP, but no, they were simply that awful and needed to be buffed this much. I did lots of testing, and if anything think they may need buffed more in some cases.
–Speed increased from 205 to 280
–Damage increased from 57.332 to 180-2102. Refire time from 2.7 to 1.8.
//No wonder these were so weak… wtf. Half a lance squad(same cost) did 287.5 DPS. Light Corvs did 42.466_ with poor accuracy…
–Now does only 25% to subsystems, 50% to collectors.
–Accuracy is now 15% against fighters, 37% corvs, 80% to frigates, 100% to all else. Was 13.49%, 14.3%, 80%, 60% respectively.
//They are now a bit like something between lance fighters and laser corvs. They have lots of health compared to them, and are the fastest corvette, but their DPS is 216.7 to lancer’s effective 375, and of course no resupply.They are much better against fighters with better accuracy, however, and a bit better against corvs than Laser Corvettes are. In all: less DPS per cost, but more survivability, and DPS doesn’t drop as squad members drop. Basically it’s not the best at anything of the Strikecraft, except for having a very good mix of speed and HP, but it’s all around good.
//They will lose to actual anti-corv things like Pulsars, and only go a bit above even on fighters
//The Taiidan have those huge guns on the front. It just seems right.
//Note the tech reworks as well. They come in at a time in between when fighters and corvs usually do. They can hit resources hard if someone doesn’t get corvs or many fighters out fast.
–Kushan Light Corvette DPS is slightly lower, to account for the much wider coverage that it has.
–Taidan rotation rate increased from 166 to 195 to help it aim with how its tracking works
–General manuverability improvements
-Multigun rebalanced/buffed
–Health increased from 640 to 900.
–Speed increase from 180/185 to 220
–Cost increased from 300 to 350
–Build time slowed from 24 to 35.
–Guns… well so much has changed. They were too terrible before to compare to. Basically, the front guns used to be awful. 2 Intercepter squads would kill a multigun vette. Actually, 1 would with micro! Their guns used be be only, in total(all 6 of them), equal to like 1.5 intercepters.
—Now the front two guns are each the same as a Hiig intercepter, minus the 2 shot burst. The side guns the same, but half the fire rate.
----On Kushan, the guns are all equal and it averages out the same. This makes Taiidan’s better when firing ahead, and there are certain diagonal front-side and rear-side angles where Kushans are better.
—Side guns can now fire behind them for Taiidan
//On Taiidan, there’s some weird bug where it would crash if I tried to even make it so the side guns would rotation up/down enough, I was trying to get 240 degree coverage, which would have given them around the 78% coverage they had in hw1.
//Kushan has a similar bug. Couldn’t get them firing behind 
//Instead I had to make them rotate 360 degrees horizontally (which is using the vertical argument…) to get some decent coverage.
//Looks like verticle argument effects horizontal to have one weapon definition for each gun… but that makes it so I can’t really change their angles correctly.
//And as for what makes increasing the horizontal definition, which is really their verticle, causing a crash: I have no idea.
//Yes, it looks odd and the guns rotate into the arms instead of squiveling up/down. Best I can do with that bug.
–Range increased from 1650 to 1760, 1% more on Taiidan.
–Recovery time from EMP quickened by 2x
-Heavy Corvette buffed
–Cost increased from 270 to 310
–Build time slowed from 18 to 26
–HP Increased from 650 to 1050
–Same guns as the new light corvette, except half as accurate against corvettes and fighters(since they’re short barreled as well as balance :P), instead of being worse than half a squad of intercepters…
—Kushans guns are a bit less DPS to account for their greatly increase coverage.
–Gun range reduced from 1650 to 1350
–Recovery time from EMP quickened by 2x
//Basically these are twice as good against frigates and caps as light corvs. They are almost as good vs corvs and fighters, but they cost more and build slower, so they’re really not.
//Also very tanky for a corv! But also the slowest and shortest range.
-HW1 Assault frigates rebalanced/rerolled
–HP increased from 16000 to 18500
–Each bomb is now equal to one HW2 bomb, about a 15% increase. They also do half as much shield damage to a single target as an EMP does.
–Bomb fire rate from 5.6s to 2.1. Also, the same as bombs
//This sounds like a massive increase, but they were just SO SO TERRIBLE before. Ions are still over tripple the DPS, just to be clear.
–Bombs range increased from 3000 to 4500.
–Gun Accuracy doubled to 27% against corvettes, and increased by 50% against capital ships.
//18 shots will disable another frigate(Thus, 9 is the critical mass where you can disable a frigate for, I think, 20 seconds, each volley. Not sure what point of shield they reactivate, really).
//Would take a 570 hit volley or 1140 hits in a 20 second time span to disable a BC, which I’m sure someone is wondering.
//Now they’re one of the more jack-of-all ships. Lucky bomb hits can disable strike craft, making them easy to take down. Enough fire on frigates can disable them so they’re countered a bit less by missiles/torps.
-HW1 Ions rebalanced
–Health reduced from 17000 to 16000. (Same as HW2, and thus 22% less HP per RU)
–Normal Ion Damage reduced by 7%. It’s now the same as the HW2 races.
–Every third attack now deals double damage and has a strong push like the HW1 push.
//Yes, 33.33_% more damage is quite a bit. Double for the first alpha, even. But it’s easily wasted with poor micro, and HW1 Ion frigates are just TERRIBLE before this change. The HW2 races have more speed even after the buff, and they gain like 30-40% more HP from their upgrade.
//They’re also 28% more expensive, so really they’re worse except for being more supply efficient
//Note that they are also 900 instead of 700 RU, and 73s instead of 45s build time. Of course HW1 get two production queues as well.
-HW2 Destroyers nerfed slightly
–HP lowered from 85000 to 70000.
//Start as less HP than HW1, but they get double the difference from their upgrade.
-HW1 Destroyers buffed/reworked
–Ions are now each equal to the new HW1 Ions (2 in total). Was 3708.75 every 12.5 seconds. Now 2200 every 7 seconds, plus the double damage every third shot.
//Seem like they need buffs even though the DPS looks the same as HW2 ones to me. Even with the HW2 destroyer HP nerf, these get owned. Decided not to touch them much for now.
//I think what’s going on is that HW2 Destroyer DPS is actually double due to the HOD. Couldn’t really get good tests
-HW1 Missile Destroyers rebalanced
–Speed reduced from 100 to 75
–HP reduced from 85000 to 70000
–Range increased from 4500 to 8000(the furthest in the game). Much lower damage, but splash to take out corvs/fighters.
–Missiles now actually try to hit things! Their lifetime is increased from 8/9 to 19/20 and speed is about 33% higher.
//Basically from 450 to 600. But volley had a different speed, and speed was slightly different for each race, but those have all been normalized.
–Damage greatly reduced.
—Was 742 damage during volley and 1300 otherwise, with 5.5/4 fire speed.
—Now 1000 for direct hits and in a very small AoE. Has a 300 damage larger AoE burst(which also triggers when when it overshoots/misses)
–Missiles fire rate is now the same every 2.5s it was in HW1, instead of 1.375. Well, it’s 4 missiles every 10 seconds, I should say.
//Was 945 DPS, now 400 DPS, but I’d say they’re really improved since they’re so strong with micro and give HW1 races something that’s quite good against corvs!
—Now also attacks corvs and fighters, with 5% damage to fighters(unarmed) and 50% to corvettes(light).
—Misses 70-90% of the time against fighters/corvettes, but the splash will generally still hit.
—Volley is no longer weaker than the normal missiles.
//Damage is actually half what I listed… but there is a bug making SphereBurst damage do double. So uh… well I set it to half in the files but once GBX fixes that bug it’ll be halved.
//Dps is only 400. Just a little more than an Ion. These are for their range and anti-corv. You can do quite a lot with these by jumping them around.
//Will 1shot HW2 Corvettes, until they have their health upgrade.
//Now back to more their HW1 roll.
//They’re not great, no, but they outrange everything and are the strongest single unit against corvettes even if not nearly the most cost effective.
-Grav Well frigate
–Now has 2.5x more HP, from 12000 to 30000
–Fixed the bug where it doesn’t effect Vaygr corvettes.
//These were soooooo much worse than inhib modules and just died so much easier with the changes in HW2…
-HW1 Carriers
–Health increased from 85000 to 105000
–Speed increased from 90 to 105
//HW1 carriers take FAR longer to get, and I remember them often being an integral part of fleets in HW1!
-Hyperspace module
–Cost reduced from 1000 to 500
//HW1 races get this for free built into everything, everywhere. Also, BCs are nerfed and this helps cheapen them to make up for the nerfs.
-Shipyard
–Cost reduced. Vaygr reduced from 4000 to 2500. Hiigaran from 3500 to 2250
–Build time increased to 110s
// Note: Hyperspace also reduced down to 500 from 1000. These changes make the first BC cheaper and easier to get out, at the expensive of BCs having saner stats.
//Time that they actually get out when rushed shouldn’t change too much. Rather, they’re just less of a sacrifice and more of a part of the fleet rather than a superweapon which doesn’t work with how HW1 tech and production works even with the other changes here.
-Vaygr BC nerfed
–Missile damage down from 4000 to 2700. Refire rate improved from 30 to 25 seconds.
–Missile range reduced from 6000 to 5000.
//Fires the same missiles that Destroyers do now, just twice as many and 500 more range.
–Speed increase from 69 to 85. 106.25 when upgraded.
–Health reduced by ~41.5% from 240,000 to 140,000
//Health becomes close to HCs after upgrade
-Hiigaran BC nerfed
–Ion damage reduced from 15,000 each to 13,500 each. Refire time reduced by 20% from 15 seconds to 18. Push increased 4x.
–Cannons range reduced from 6000 to 5000.
–Cannons damage reduced from 650 to 550.
–Cannons accuracy vs Frigates and Capitals swapped. Now 60% vs frigs and 80% vs caps. Accuracy vs Corvettes is doubled to 10%.
//Notably, they no longer 1shot health upgraded corvettes, however they’re left with less than 10% hp so anything including the pulsars can easily finish them off, combined with the increased accuracy.
–Speed increased from 69 to 79. 98.75 when upgraded.
–Health reduced by ~41.5% from 240,000 to 140,000
//Keep in mind, Hiigaran BCs come out faster and the health upgrade costs less for more now.
-HW1 HCs rebalanced, slight nerf
–Ions are now each exactly equal to the new HW1 Ions (4 in total), so from 20,000 down to 8,800 damage total, plus the extra burst every third shot.
–Ions have 2x the push
–Ions refire time improved from 12.75 to 7 seconds.
–Ion range increased from 5500 to 6000.
//Yes, that’s much weaker than the insane DPS BCs normally have, but BCs are OP and more a super weapon than a normal part of the fleet before this rebalance.
//In HW1, that’s how Ion damage roughly scaled as well, and it just makes sense.
–Cannons are now 3x more accurate against fighters at 30% and 7x more acurrate against Corvettes at 45%.
–Cannons refire time slowed down by 17.5%
//They were so much worse against Corvettes than BCs before. The guns fire slower, and they lack lancers/pulsars/flechette. This should even things out. HCs were good against vettes in HW1, anyway
–Cost increased from 3600 to 4000.
//Health isn’t nerfed. HW1 HCs now have more health per RU, even after upgrades, and better sustained DPS, but HW2 HCs retain their very high burst.
//Also keep in mind that Frigates have been brought up to be more of the workhorse of HW1 fleets, and they don’t need a Shipyard, so I think it should work having their HCs overall a bit worse.
Since HCs and BCs are changed the most, here’s a breakdown
HW2 before |HW2 after |HW1 before |HW1 after
240,000HP |140,000HP |200,000HP |200,000HP
5000RU upgrade |2500RU upgrade |no upgrade |no upgrade
384,000HP |196,000HP |200,000HP |200,000HP
4880 dps (Hiig) |3660 dps (-25%) |4880 dps (both) |3100 dps (-36.5%)
4833 dps (Vaygr) |3864 dps (-20%)
Additional notes:
Hiig BC Cannon DPS was 880, now 660. (not counting PD Pulsars) Could be double that. I think it fires two shots but I really can’t tell.
Ions added 60,000 damage every 15s, 4000 DPS. Now 54,000 every 18s, 3000 DPS.
Total DPS was 4880, now 3660, a 25% reduction. Really less of a reduction because there is less overkilling happening.
Vaygr HCs shot 8 missiles every 30 seconds for 40,000 damage total, 1333 DPS. Now it’s 21600 every 25, 864 dps.
Trinity cannon did 52500 damage every 15 seconds for 3500 DPS. Reduced to 45000 every 15 seconds, for 3000 DPS.
Total DPS was 4833, now 3864, a 20% reduction.
HW1 Cannons were 1680 DPS. Now it’s 1428 but they’re more accurate against Strikecraft. //Seems to actually be more than that. The cannons seem to hit way harder than they say to me.
Ions DPS was 3200. Now 1672 DPS.
Total was 4880. Now 3100, a 36.5% reduction.
//Supposedly a big nerf, but new HW1 HCs are beating unupgraded BCs in my testing, and they clear smaller things better, so may actually need to nerf them more.
I’m not totally confident in these number because it can be unclear when things fire in volleys and such, and how much damage they really do. And accuracy is wonky since there’s lots of hidden hardcoded information.
Tech reworks
-HW2 tech now no longer has level 2 upgrades, though level 1 upgrades have been reworked and some are major buffs (marine/infil speed, for example). In otherways, HW2 tech has been made better by merging some together.
//I found these all to simply be useless fluff. Mainly there just to be there, and not there to actually make the game in any way better.
//Not only that, but level 2 armor upgrades made balance vs HW1 races nearly impossible. I think this option was best, to cut out a lot of fluff, instead of adding even more resource into an already overfilled queue to HW1 races.
–Imp Manufacturing is now one single upgrade to upgrade build speed for Mothership/Carrier/Shipyard.
—Cost increased from 1000 to 2500. Time remains the same 60s. Requires Capital Ship Facility.
–Too many adjustments to list on hull/speed upgrades that had two upgrades.
//Basically, they’ve all been lowered to 1 upgrade. That 1 upgrade has been adjusted to generally be a little better (like 1/3rd between the 1st and 2nd upgrade), but a little more expensive.
//There is also a lot of rebalancing here. There are simply too many imbalances between Hiigaran and Vaygr research to list that really may explain why Hiigaran is the top tier race possibly more than any ship differences.
//IE: Hiigaran intercepters stomp Vaygr assault craft when timed correctly because Hiigaran got 50% faster intercepters (and speed is mostly key in dogfights) for 800RU in 70s. Vaygr upgrades all fighters at once for 1600RU in 120s. Twice the cost and almost twice as long, while their fighter production specs are the same. Yes, Vaygr gets bombers and lancers upgraded at the same time, but that doesn’t help when all your fighters were killed by Hiigaran intercepters in that significant time/cost window.
//New numbers are also more consistent, which I feel is important
//I think I’ve rebalanced the two of them out much better. I’ll do a paste of the changes later to compare if people want…
Notable new differences outside of rebalances:
–Vaygr now has a new Mothership hull upgrade to put it in line with what Hiigaran can get after the changes.
—Requires the capital upgrade.
—Puts it from 40% bonus after the all upgrade, to 75% bonus. (Before it got 1.5 from the all upgrade)
—Cost 500. Time 30s.
//Before Vagyr MS was FAR weaker. Hiigaran got 100% more MS hp for 1250 RUs Hiigaran. Vagyr took 10,000 RUs to get 60% more. This gave Hiigaran a heavy advantage in very close 1v1 maps where MS fight in the center.
//Hiigaran upgrade also got heavily nerfed. Now it’s 1500 for 75% more hp and has double the research time.
–Various single upgrades for Hiigaran are improved to be the pre-nerf levels. (Fighters now get 40% speed from 1 upgrade, instead of 50% from their second. But I kept bombers at 50% because they simply need the extra speed more, and working off a percentage has fighters gaining even more)
—In Vaygr’s case, an additional upgrade has been added to bring them up to these extra levels, while Vaygr gains a lower amount from their ship-group levels, similar to the new MS upgrade.
—Full list that gets these: Bomber, Infiltrator
//Okay, so a few ships getting extra speed is inconsistent, which I said I was trying to fix, but I’ll note it in the descriptions when I do strings. :>
-HW1 races now have production facility upgrades, which replace some tech. (As noted above)
//These don’t work the same. Basically, there is a tradeoff.
//HW1 races have fewer production facilities. It costs a lot more to get fighters and other defenders out from multiple facilities since you need a Strike facility on each which costs more than research did.
//There’s some other nuances. Basically better in some ways, worse in others.
//None of them have prereq research. I thought it was important to be able to skip to what you want, since you mostly could in HW1.
–“Strikecraft Production Module” now unlocks intercepters, bombers, repair corvettes, and light corvettes.
—Cost is 700. Build time 105. No prerequisite research
//This puts it around the middle of what it takes to get either fighter or corvette up on HW2 races. Also, note light corv rebalance and that you need to build two of them to get one on MS and one on Carrier. It’s no longer one research to get both.
//Before it was a long crawl through tech to get to vettes, and the only choice before that was defenders. Now there’s more choice, and less staring at the research screen to instantly click the new research that comes up.
–“Frigate Production Module” now unlocks Support Frigates.
—Cost 800. Build time 120.
–“Capship Production Module” unlocks Destroyer if frigate ions are researched.
—Cost 2500. Build time 220.
//May have accidentally made this 3000. Oops.
//I always thought it was sort of funny that you could get Destroyers and HCs with Ions without researching Ions in HW1.
//Not sure about the build time. The math I basically did is…: 120+160+175 is the research time to get destroyers. But that is halved when you have 2 research ships. Cost was 2500, but now there is extra research. Destroyers are effectively more costly, since you need Ions.
//Yes, Carriers were another 250, but the way HW has changed with HW2, taking that long to get carriers just doesn’t work.
//These production facilities don’t require tech, just like how in HW1 you could completely skip corvettes to research frigates.
//Of course capitals required frigate research first, but I instead made them require ion tech. To me, that feels even more like HW1-y than HW1 did.
-Corvettes
–Corvette Drive is no longer a requirement, and is now optional tech that increases speed by 30%
—Cost increased from 300 to 800. Time remains at 80s.
–Corvette Chasis is no longer a requirement, and is now an optionll tech that increases hull by 30%
—Cost increase to 1400. Time increased to 160s.
–Heavy Corvette chasis now just requires Strikecraft Production Module.
//This health increase is lower for other ships, because it’s more about the increase of number of hits taken than the %. 30% is still more than than double the health gained in most cases than the 50% HW2 races get.
//Also, I think it’s better to have them start out with higher base, and this upgrade is mixed in with gaining Heavy vettes.
–Salvage Corvettes now require a new tech, OverrideSystems.
—Cost is 600. Time 120.
-Frigates
–New research, CapitalTargetingSystems
—Cost 300. Time 160.
—Required for both Assault Frigates and Ion Cannon research, thus required for Destroyers and HCs too.
–IonCannon research is now required for all ships that have ion cannons (Destroyers and HCs)
–Capital Ship Drive Upgrade is now an upgrade that provides 25% more speed to Frigates. No longer unlocks any ships.
—Cost 1200. Build time 120.
–Capital Ship Chasis Upgrade is now an upgrade that provides 40% more health to Frigates. No longer unlocks any ships.
—Cost 2000. Build time 160.
-Capital Ships
–SuperCapitalShipDrive removed. HW1 cap ships will have no upgrades.
–SuperHeavyChasis renamed to SuperCapitalProduction
//Note earlier changes. Destroyers and HCs now require ion research.