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Chrysaetos

Second Lieutenant
37 Badges
Jan 22, 2013
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VanillaPlus is aimed at being a simple mod of keeping the general feel of vanilla Stellaris with some much needed rebalancing, extra events and anomalies.

The mod has now been split into two parts:
Plans:

- Rebalancing (Waiting on feedback to reassess)
- More Anomalies (WIP)
- More Colony Events (+5 Event Chains Added, current focus is to build more)
- More Late-Game Crisis (WIP)

General Rebalance Philosohpy:

- Straight upgrades to weapons are boring (like Plasma to Lasers in Vanilla) and should therefore be overhauled into filling different roles and niches.
- Armor Penetration should be more rare and almost never hit 100%.
- Paradox weighs Hangar Modules as if they were Large Weapon Modules, they'll be balanced against their Particle Lances and Kinetic Artillery peers.
- No ship class should be worthless (looking at you, Cruisers).

Special thanks to:

@allocater and @Zednosius for their help in the Quick Questions thread.

Criticism and Ideas welcome.
 
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Balance Changelog thus far:

v0.6
##Weapons

#Auto-Cannons

- Nerfed cooldown from 12 to 14
- Changed Max Windup from 11 to 25

#Lasers

- Buffed Range from 20/35/50 to 30/45/60

#Energy Lances

- Buffed Range from 70 to 90

#Arc Emitter

- Buffed Range from 50 to 60

#Disruptor

- Buffed Range from 20/35/50 to 30/45/60

#Energy Torpedos

- Buffed Range from 50 to 60

#Mass Drivers

- Buffed Range from 15/25/35 to 25/35/45

#Kinetic Artillery

- Buffed Range from 70 to 90

#Flak Battery

- Buffed Range from 20 to 25

#Missiles

- Buffed Range from 26/36/46 to 36/46/56
- Buffed Speed from 5 to 10

#Torpedos

- Buffed Range from 40/50/60 to 50/60/70
- Buffed Armor Penetration from 25% to 35%
- Buffed Speed from 10 to 15

#Extra-Dimensional

- Buffed Range from 20/30/40 to 25/35/45

#Point Defense

- Buffed Range from 5 to 8
- Nerfed Cooldown from 12 to 14

##Combat Computers

#Defensive Combat Computer

- Nerfed bonus Evasion from +10 to +5
- Buffed HP bonus from +10% to +15%

#Adv Defensive Combat Computer

- Nerfed bonus Evasion from +20 to +10
- Buffed HP bonus from +20% to +30%

#Sentient Combat Computer

- Nerfed bonus Evasion from +10 to +5

#Precognitive Combat Computer

- Nerfed bonus Evasion from +20 to +10
- Buffed bonus Weapon damage from +10% to +15%


Old Versions
v0.5
- Brought Wormhole station maintenance down to 0.5 Energy / month.
- Doubled the HP for all Defense Stations.

v0.3.5

- Fixed issues with ACT and SSD Colony Events
- Added ADF and MDF Colony Events
- Made all the Colony Events far more rare (currently, the starter event for each is MMTH 640 Months, they were spawning almost instantly on all of my first colonies in a test game)

v0.3.1

- Fixed flagging issues with SSD Colony Event
- Added another Colony Event Chain (ACT)

v0.3

- Added +1 Small Utility Slots for all Cruiser Bow and Stern Cores. (Center cores, unchanged)
- Nerfed Wormhole Station maintenance cost from 0.25 Energy / Month to 1.00 Energy / month.
- Added a Colony Event Chain(SSD).

v0.2
###Weapons

##Energy

#Lasers

- Nerfed Armor Penetration from 50% to 25% across all tiers
- Buffed Range from 15/25/35 to 20/35/50 for S/M/L type weapons.

#Plasma

- Nerfed Range from 20/30/40 to 10/20/30 across all tiers.
- Nerfed Armor Penetration from 100% to 85% across all tiers.
- Nerfed Accuracy from 82/80/75 to 76/72/67 across all tiers. (Same as mass drivers)
- Buffed Damage by roughly 20% across all plasma weapons.

#Disruptors

- Buffed bonus Damage to Shields from 200% to 500%
- Nerfed Damage by 50%
- Buffed Range from 20/30/40 to 20/35/50. (Same as Lasers)

#Energy Lances

- Buffed Range from 60 to 70.
- Nerfed Armor Penetration from 100% to 50%.
- Buffed Cooldown from 60 to 50.

#Arc Emitter

- Nerfed Armor Penetration from 50% to 0%.
- Buffed Shield Penetration from 50% to 75%.
- Nerfed Range from 60 to 50.
- Buffed Cooldown from 40 to 30.
- Changed Damage range from 1-172 & 1-195 to 44-108 & 55-120.

#Neutron Torpedoes

- No changes for now.

##Kinetic

#Mass Drivers

- Buffed Cooldown from 25 to 21 across all tiers.
- Buffed Max Windup from 23 to 19 across all tiers.
- Added Shield Penetration of 15% across all tiers.
- Nerfed Range from 20/30/40 to 15/25/35 for S/M/L type weapons.

#Auto-Cannons

- Nerfed Range from 10/20/30 to 10/15/20 for S/M/L type weapons.
- Buffed Cooldown from 18 to 10 across all tiers.
- Buffed Max Windup from 25 to 11.
- Nerfed Accuracy from 82/80/75 to 72/70/65

#Kinetic Artillery

- Added 50% Shield Penetration.
- Buffed Range from 60 to 70.
- Buffed Min. Damage from 106/121 to 136/151
- Buffed Max. Damage from 218/239 to 278/299

#Point Defense

- Nerfed Range from 8 to 5 across all tiers.
- Nerfed Damage from (2-3),(3-4),(4-5) to (2-2),(2-4),(3-4).
- Nerfed Cooldown from 7 to 12.

#Flak Battery

- No changes for now.

##Explosive

#Missiles

- No changes for now.

#Torpedoes

- Buffed Speed from 5 to 10 across all tiers.
- Nerfed Cooldown from 75 to 90 across all tiers.
- Added 25% Armor Penetration across all tiers.
- Removed Shield Penetration because it's redundant.

#Swarmer Missiles

- Buffed Range from 30 to 50 across all tiers.

##Late-Game Crises Weapons

# Matter Desintegrators

- Removed the 50% Shield Penetration
- Buffed Armor Penetration from 50% to 100%.

#Scourge Missiles

- Added 80% Armor Penetration.
- Buffed Range from 46 to 55.
- Buffed Damage by roughly 20%.

##Space Creature Weapons

#Mining Lasers

- Tightened Damage spread from (8-14), (18-27) to (10-12), (20-25)
- Now does 25% less Damage against Shields
- Buffed Range from 20/15 to 20/30.

#Cloud Lightning

- Buffed Accuracy from 75%/70% to 100%/100%.
- Removed Armor Penetration.
- Damage to Shields from x1.0 to x2.0 (Deals double damage to shields).

#Energy Siphon

- Removed Armor Penetration.
- Added 25% Shield Penetration
- Added +25% Damage against Shields (x1.0 to x1.25)

#Crystal Weapons

- Buffed Armor Penetration from 50% to 65%.
- Buffed Range on S-types from 10 to 20.
- Currently a weaker, longer range replacement for Plasma.

###Strike Craft

## Scouts

- Buffed HP from 7 to 11.
- Buffed Range from 8 to 12.

## Fighters

- Buffed Range from 8 to 12.
- Buffed HP from 8/10/12 to 18/20/22.
- Buffed Acceleration from 0.5 to 0.7.

## Bombers

- Buffed Range from 8 to 12.
- Buffed HP from 9/11/13 to 19/21/23.

##Swarm Fighters

- Buffed HP from 15 to 30.
- Buffed Range from 6 to 9.
- Buffed Armor Penetration from 0.66 to 0.80

##Amoeba Fighters

- Buffed HP from 14 to 28
- Buffed Range from 8 to 10
- Removed Armor Penetration
- Buffed Shield Damage from x1.0 to x2.0

###Thrusters:

- Changed Evasion bonus from 5/10/15/20 to 8/12/16/20.
- Changed Sublight speed from +0/10/20/30 to +0/13/27/40.

###Combat Computers:

#Sentient Combat Computer:

- Buffed Weapon Damage bonus from 20% to 30%
- Nerfed Evasion bonus from 15% to 10%

#Precognitive Combat Computer:

- Added +4% Accuracy.
 
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Beta version 0.3 uploaded.
  • Contains a Wormhole station nerf (might be too heavy-handed, let me know)
  • A small Cruiser buff to their utility slots (maybe let them be a bit tankier or get the power needed to sustain bigger guns, one of my current thoughts is to make Cruisers the Ship-class with most utility slots relative to size)
  • Added a Colony Event Chain (Total 7 Events) for Planets that have large water bodies (Gaia, Continental, Ocean, Tropical and Arctic). This Chain happens to have special options for Xenophobes or Xenophiles.
Current focus for 0.4 is more Colony Events. Building the first chain was a learning process, I should be faster with making them now.
 
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Good luck with that mod. It's sad that because there are already tons of mods out there you have to work really hard to get people interested, even more to get feedback. I'm doing my own mod so unfortunately can't test yours, but there are a few good ideas there.
 
That's quite alright. Thanks for the encouragement. If nothing else, it doesn't seem like many people are making colony events. I may split that part off if there's interest.
 
That's quite alright. Thanks for the encouragement. If nothing else, it doesn't seem like many people are making colony events. I may split that part off if there's interest.

Probably a wise move. Jack of all trades mods tend to break other popular mods so the more specific they are the less likely they will be incompatible. I think anomalies and colony events are a safe bet, more of them are better and i don't think there is much incompatibilities to be there, unlike fixes or balance changes.
 
Mod has now been split in twain!

The Rebalance part of the mod will use the same page I've been using whilst the Events part of the mod has a new one. Check the OP for details.
 
Rebalance beta version 0.5 uploaded.
  • Brought Wormhole Station maintenance down to 0.5 Energy / month
  • Defense Station HP from 2,000 to 4,000
  • Defense Platform HP from 4,000 to 8,000
  • Fortress HP from 8,000 to 16,000
 
Can you help with fixing error log? Got this
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 83
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 85
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 91
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 93
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 99
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 101
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 107
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 109
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 117
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 119
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 125
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 127
[00:15:52][persistent.cpp:34]: Error: "Unexpected token: spawn_change, near line: 133
" in file: "common/planet_modifiers/vp_planet_modifiers.txt" near line: 135
[00:15:52][eventmanager.cpp:205]: Corrupt Event Table Entry - name in events/vp_anomaly_events.txtline: 6
[00:15:52][eventmanager.cpp:205]: Corrupt Event Table Entry - name in events/vp_anomaly_events.txtline: 48
[00:15:53][trigger_impl.cpp:9846]: has_blocker trigger uses inexistent blocker type: vp_tb_ancient_recharger2
[00:15:53][trigger_impl.cpp:2792]: Error in has_modifier trigger, cannot find modifier with key: vp_mod_mindfood2
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 173, could not find event: vp_colony.21
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 177, could not find event: vp_colony.23
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 199, could not find event: vp_colony.22
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 203, could not find event: vp_colony.23
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 229, could not find event: vp_colony.27
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 233, could not find event: vp_colony.23
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 240, could not find event: vp_colony.23
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 265, could not find event: vp_colony.28
[00:15:53][effect_impl.cpp:1059]: Error in event effect at file: common/special_projects/vp_special_projects.txt line: 271, could not find event: vp_colony.23
[00:15:53][trigger_impl.cpp:9846]: has_blocker trigger uses inexistent blocker type: vp_tb_ancient_recharger2
[00:15:53][trigger_impl.cpp:2792]: Error in has_modifier trigger, cannot find modifier with key: vp_mod_mindfood2

Only your mod is active