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[Mod]CNoNukes - An SE Multiplayer Balance Mod

Posted: Sat Nov 06, 2021 12:30 am
by Catasteroid
CNoNukes, A Shadow Empire Multiplayer Balance Mod

Changelog
Version 1:
- Initial Release

Installation instructions
- Make sure your game is updated to the latest patch (1.09.07) for compatibility.
- Place the zip file in your Shadow Empire directory and extract it there, it'll dump the necessary files into the shadowscenarios folder.
- Select the "Modlib picker" button, click on CNoNukes in the list and check the button in the bottom right to flag the mod to be loaded when starting a new game.
- Generate a new planet and start a new game to use the mod.

Current Mod Features
- Replaces all nuclear weapons with conventional counterparts, this includes:
- The micronuke RPG is now the Super-heavy RPG with 800 firepower but the same
penetration value (999mm equivilent)
- The tactical nuke grenade launcher is now the Plasma demolition gun and now has
it's combat rounds limited to 10 instead of just 1
- The mobile atomic missile launcher is now the SRBM launcher (like a SCUD/V2
Transporter-Erector-Launcher) and can use a 500kg or 2000kg warhead SRBMs which
are somewhat weaker and have fewer attacks (20k/40k firepower over 50/100 attacks
respectively) but have extended range to 8/9 hexes
- The static ICBM launcher is now the LRBM launch complex and has it's range
reduced from the formerly ridiculous 999 hexes to 30 hexes which is still ~6000km,
the 2.5 Ton, 5 Ton and 10 Ton warhead LRBMs too have reduced firepower and attacks
(50k/80k/100k over 125/200/400 attacks respectively)
- All of these weapons no longer add rads to attacked hexes and use no radioactives, using large amounts of ammo instead

Suggestions, feedback, balancing advice and such are very much welcome, please let me know if you have any issues and I'll try to address them as soon as possible.

Issues I'm aware of:
- The production cost text string is very long and potentially overlaps other text on the model design interface.
- The info screens on SRBM/LRBM Lanchers have the incorrect large background image for their model type above the text box for the model type's description.

Image Gallery: http://imgu.com/a/qH6xMB6
Download link: https://dropbox.com/s/b45viqihqfr1q93/CNoNukesv1.zip?dl=0

RE: [Mod]CNoNukes - An SE Multiplayer Balance Mod

Posted: Sat Nov 06, 2021 12:49 am
by Clux
Sounds great! It will surely come handy for those who don't believe in Micro Nuke RPG supremacy [:D][8D]

Re: [Mod]CNoNukes - An SE Multiplayer Balance Mod

Posted: Fri Oct 21, 2022 4:35 pm
by Voker57
This mod has some issues with current open beta: atomic missile and ICBM replacemenents are in the wrong model class.

Re: [Mod]CNoNukes - An SE Multiplayer Balance Mod

Posted: Sat Oct 29, 2022 12:51 pm
by Voker57
I've played quite a number of PBEM games with this mod by now and have some feedback.

First off, it works great to prevent insane nuke supremacy of the vanilla game. Damages seem well balanced.

However, not-micronukes and other not-nuclear weaponry is still significantly more powerful than other stuff, and still has an additional Applied Science buff from Atomics Optimization. And that makes me think that this mod could be better as "CLessNukes" -- if you leave weapons named as is, apply rads (maybe less?), require radioactives (which are rather useless with this mod) but keep the modification to damage, kill% and other nerfs. This way atomics can still be a unique weapon line, require special resource, and be powerful but not overwhelmingly so.

Re: [Mod]CNoNukes - An SE Multiplayer Balance Mod

Posted: Tue Nov 01, 2022 11:12 am
by Voker57
Super-heavy RPG also seems to have extra soft firepower rule left over from micro-nuke.

Re: [Mod]CNoNukes - An SE Multiplayer Balance Mod

Posted: Tue Nov 01, 2022 10:10 pm
by Pymous
First, thanks for this great mod Catasteroid !
Then +1 to all Voker comments
The super heavy RPG is still a game breaker even if it is way better than vanilla