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Diaz Dizazter

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kellthekyuss

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this is that half of scarfield you never knew you needed. overhauls ships, ship weapons, ship modules, space encounters, ship module layouts. adds ship bonuses, module bonuses

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Diaz Dizazters Ultimate and Comprehensive Starfield Space Combat Compendium


long name, well it does a lot, so it deserves a long name. this is that half of scarfield you never, knew existed and you never knew you needed

1st and foremost, there is NO candy mode in this.  Im not even going to bother trying to rescale this.  this is sold as is

Can we all agree vanilla space combat utterly and completely sucks.  This represents a great portion of my life between november to january.
it has been tested and abused.  this was what half of scarfield was, well, still is.  space should have been so much more than what we got in starfield, and it really hurt.  you look forward to a game about space for years, and then wow.  it's like a kick in the head, and the balls, then they stomp on your feet, and then hit you in the back of the head with a ballbat

deep breath - in the game you play, that you are used to, that you know sucks, only hard space combat exists in the join the vanguard flight missions #3 to flight training mission #6.  everything else is set to be so absolutely mediocre it is ridiculous.  this was shipped this way, which means todd howard signed off on this gaming atrocity

one of the 1st main goals was to make class b and class c ships far superior in the end game, but still have issues against smaller ships and another issue is you will find far less class a ships in space - secondly to be able for the player to customize their ship better than the npcs - specifically to various damage types

#0 and the absolute most important - all space ship speeds begin at about 380m/s and NOT 100/ms 
#1 class a ships with good class a engines can hit speeds of 500m/s base
#2 boost speeds can also go upwards of 2000 m/s and more
#3 ships and engine modules allow for greater turning, even at egregious rates of speed
#4: this includes class c ships.  dont expect these to be big lumps of floating frozen shit in the void, they aren't

a: all space encounters have been set to very hard - vanilla is mostly very easy to medium - in vanilla an easy combat encounter flag does not translate to a very hard difficulty setting.  additionally some encounters have had additional ships added, and some encounters have had ships changed to add more difficulty, such as replacing class a ships with b's or c's or replacing a b with a c.  there are also a couple which change everything to b's and c's.

b:  as the part that counts as npcs, levels have been increased - though this isnt bad since the vanilla hp per level is at the default - hmm 8 i think it is - as opposed to scarfield which is um, 25 I think.

c:  all ship modules are right and proper now.  class a ships use class a mods.  class b ships use class b mods, class c ships use class c mods. in vanilla almost all ships used class a mods, and the scaling on EVERYTHING was really, really, egregiously terrible.  this was why soooooo many of the ships were so absolutely weak.  some enemy ships have different fits, like full missiles or full lasers or full ballistics.  the whole 1 ballistic weapon, 2 missiles, 1 particle beam and 1 laser was absolutely ridiculous.  a class c ship with 6 missiles is a very mean to fight against

d:  all ship modules have been re-priced - all the credits you have need a use, and the increase isnt that bad (except for weapons).  scaling has been done on some but not all modules.  this implies that only the last few tiers of each class of modules have been properly scaled, though some classes are fully scaled.  trying to keep stuff balances, especially across engines and shields with a full class module scale is really really difficult.  additionally, some ship modules have a corporation bonuses.  like amunn dunn have increased turn, etc etc - I will have to find the list - I hope it is still on a drive someplace - erm, no i did not in fact find the list
  
f:  different factions of ships have different inherent bonuses  - like spacers get extra speed, or varuun get extra particle beam bonuses - this is on top of corporation bonuses.  bonuses are applied to specific faction ships - NOT generic ships.  some bonuses only apply to specific classes of ships, like b or c but not a

g:  all bonuses are applied prior to skil levels - how ever, the armor modifications and legendary modifications for armor which alter mod slots to include space weapon and module bonuses are NOT included in this.  maybe in a separate file, I dont know yet


for clarification
kinetic damage = ballistics
missile damage = missile damage

ship repair parts are quite improved
  • constellation and mantis are returned to class a status - they received a lot of hull bonuses to compensate
  • crimson fleet b class 20% forward speed multiplier
  • crimson fleet c class - 20% forward speed multiplier and 100 engine em health
  • trackers alliance  class b 16% energy weapon damage - class c 16% energy damage +3.3 bonus critical hit vs crew 
  • freestar citizen 45% crit hit vs crew
  • freestar citizen cargo/combat class b/c 16% particle weapon damage
  • freestar security - b/c - cargo/combat/transport 16% particle weapons damage
  • freestar and UC guardships - 2000 health - 100 shield damage resist and shield max health 2x 
  • class b - ecliptic 27% increased boost speed
  • class c ecliptic 27% increased boost speed + 35% boost recharge rate
  • galbank - 15% energy weapon damage
  • house varuun -  class b 35% max shield - class c 30% max shield + 5 shield part max power
  • LIST  base 4% critical hit chance instead of standard 1%
  • nova class b and c = same as LIST 
  • spacer class b 34% shield regen rate  - class c 34% shield regen rate and shield system em health 100
  • star parcel 15% kinetic damage - these are all missile ships
  • the first class b 3% base crit chance - class c 3% base crit chance and weapon power +5
  • trade authority class b and c - 33% shield damage resist
  • UC citizens - class b/c 33% shield regen rate
  • UC navy class b/c 30% increased boost fuel
  • UC security  -  class b/c 22% max strafe speed multiplier
  • UC sysdef - classb/c 16% max forward speed
  • UC vanguard - class b/c  crit chance and weapon group 1 max power 5
  • uc guardships - used in voices mission - 15% system damage multiplier
  • random citizen cargo/combat b/c - 16% kinetic damage multiplier
  • SSNN ships - 15% system damage multiplier
  • starparcel class b 15% system damage multi - class c 15% kinetic damage multiplier


due to how faction ships were rebuilt, depending upon the module layout
freestar security class b and class c, either 20% repair rates or 15% energy weapon multiplier or 15% particle multiplier
this means class c nimitz has energy weapons, while class b rangers and pch have particle weapons, etc etc 

tricky part, not all of the generic template bonuses will work for all specific ship types as it depends on new weapon layouts
the generic ship bonuses which are fed off templates are as follows

  • class c tanker 15% enery weapon multiplier
  • starborn class c 15% energy weapon damage
  • cargo/combat class c 15% energy weapon damage
  • cargo/combat class b 15% kinetic damage


ship module corporation bonus base stats
  • engines amunn dunn
  • reactor dogstar
  • shield sextant warden


additional reactor bonuses
  • amunn dunn 10% kinetic damage mult
  • deep core 10% particle weapon mult
  • dogstar 10% energy weapon mult
  • xiang  10% missile weapon damage mul

in all cases, quest modules or faction modules are superior


ONLY Addendum - the slayton  class b 5330 engine
  • max ship boost speed - 1e005
  • max boost fuel 10000
  • max ship engine force 63006
  • max thruster force 1.23006
  • engine max power 12
  • thruster max power 12
  • max thruster strafe speed 1.2e005
  • max forward speed 777
  • this allows you to travel across an entire solar system if you want too, using never ending boosts
  • warrant void if engine used in combat


weapons systems (you say to yourself, wtf! dude, are you done yet)
  • ballistic weapons systems. min range 300 - max range between 2400-2700m
  • lasers - min range still 750m - max range 2800-3000m
  • em weapons  min range still 300m - max range now 1500m
  • particle - min 1000m - max 3666m
  • starborn gravity torpedo min range 500 - max range 4000m
  • missile min/max range unchanged from 3700m to 4000m

slight skill changes include
targeting systems weapon rate of fire vs locked ship now .83 - was .75
skill bonuses for space stuff now show up properly stat wise - you even get better information


installation - load dead last in your load order so that nothing over writes it

removal - um.  may or may not murder your player file, I dont know, never removed it.  also dont know if fallrim tools resaver has a starfield version but if you cant zero the null scripts then it's probably not going to be a happy save file.  


as always, thank you for playing - a mod is nothing if no one plays it
~Diaz Dizazter


please : buy me a ko-fi :)





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