Steel Division 2 – Mod Settings Guide in Game

Steel Division 2 – Mod Settings Guide in Game 1 - steamlists.com
Steel Division 2 – Mod Settings Guide in Game 1 - steamlists.com

WIP but just where i post stuff for myself balancing break thru and testing different settings for time vp’s and Attacker and Defender Income Profiles

Using a mod to tweak the settings as lots of other changes in the mod effect this mode in particular and needed balancing due to mod changes and the gallery is useful to post as i go for tests and stuff – will post the relevant cose as well for modders

Break Thru Mode being a bit unique in you can set more variable i find it particularly useful for scenario design

 

Act I – the Assault Mod Settings

Steel Division 2 - Mod Settings Guide in Game - Act I - the Assault Mod Settings


Mod settings

The Time for A and B is 2x so 20 minutes A and B – In Divisions.ndf that is set for each DIV

In GDConstantes.ndf
– Income arrives twice as slow every 2 minutes so half income you choose
– the Victory Points are doubled and the bleed for flags is down a lot, both Increase time for Victory
– after 60 minutes and accelerator kicks in to make faster victory x2 but still is averaging 90 minute game (time to victory may seem scary at first but changes alot)
– Ai has alot of tweaks for mods stealth and income and tends to be not hasty but build large combat groups and can be deadly
– Ai can be tweaked for income balancing as they all are basically* the same except that now
– Sudden death (no flags) is now 5 minutes


Income and Start Cash for Break Thru now is

-Attacker Deploy Cash Bonus 150% – needed for high stealth a one off bonus
Breakthrough Defender Start Money Multiplier = 1.00
Breakthrough Attacke rStart Money Multiplier = 1.50

-Went for the Defender Counter Attack in C theme
Breakthrough Defender Income Multiplier Per Phase = [1.00, 1.25, 1.50]
Breakthrough Attacker Income Multiplier Per Phase = [1.50, 1.25, 1.25]

– most the bonus is at start to help ai and players in higher stealth and harder attacking environment made from the mod

Steel Division 2 - Mod Settings Guide in Game

Code – some of the relevant lines

In GDConstantes.ndf

– VP’s –

[
(“CONQ_LOW”, 2000),//1000 par défaut, 1800 (30mn) en limité
(“CONQ_MED”, 4000),//2000 par défaut, 2100 (35mn) en limité
(“CONQ_HIGH”, 8000),//4000 par défaut, 2400 (45mn) en limité
]

– Bleed –

GameMode/BreakthroughConquest,
TObjectiveBleedProperties
(
BleedByObjectivesPossessionRatio =
[
//Attacker
[
(0.54, 1), // A partir de 20% (6) captured objectives inflict 1 bleed point to the opposite alliance.
(0.64, 2), // A partir de 50% (13) captured objectives inflict 4 bleed point to the opposite alliance.
(0.84, 3), // A partir de 75% (19) captured objectives inflict 8 bleed point to the opposite alliance.
(0.99, 8), // A partir de 99% captured objectives it inflicts 20 bleed point to the opposite alliance.
],
//Defender
[
(0.4, 1), // Up to 50% captured objectives it inflicts 1 bleed point to the opposite alliance.
]
]

GameMode/BreakthroughConquest,
TObjectiveBleedProperties
(
BleedByObjectivesPossessionRatio =
[
//Attacker
[
(0.55, 1), // A partir de 20% (6) captured objectives inflict 1 bleed point to the opposite alliance.
(0.65, 2), // A partir de 50% (13) captured objectives inflict 4 bleed point to the opposite alliance.
(0.84, 5), // A partir de 75% (19) captured objectives inflict 8 bleed point to the opposite alliance.
(0.99, 10), // A partir de 99% captured objectives it inflicts 20 bleed point to the opposite alliance.
],
//Defender
[
(0.45, 1), // Up to 50% captured objectives it inflicts 1 bleed point to the opposite alliance.
(0.60, 2), // Up to 75% captured objectives it inflicts 5 bleed point to the opposite alliance.
(0.70, 2), // Up to 75% captured objectives it inflicts 5 bleed point to the opposite alliance.
(0.80, 4), // Up to 75% captured objectives it inflicts 5 bleed point to the opposite alliance.
(0.90, 5), // Up to 75% captured objectives it inflicts 5 bleed point to the opposite alliance.
]
]

– 60 minute bleed multiplier – – their are 2 of these 1 for each

BleedMultiplicatorBySecondElapsed = // Time in seconds must be a positive integer, and the first line must always start by 0.
[
(0, 1), // Bleed multiplies by 1 from 0 in-game second.
(1800, 1), // Bleed multiplies by 2 from 1500 in-game second (30/25min).
(3600, 2), // Bleed multiplies by 3 from 2400 in-game seconds (60/40min).
]
)
),
]

– Break thru Income –

BreakthroughDefenderIncomeMultiplierPerPhase = [1.00, 1.25, 1.50]
BreakthroughAttackerIncomeMultiplierPerPhase = [1.50, 1.25, 1.25]
BreakthroughDefenderStartMoneyMultiplier = 1.00
BreakthroughAttackerStartMoneyMultiplier = 1.50

Steel Division 2 - Mod Settings Guide in Game

– assault battle – test 1

Steel Division 2 - Mod Settings Guide in Game - - assault battle - test 1

Soviet vs Axis , switching the sides i last tested in a close Defence these settings. I lost but think it was winnable so that’s good

Last test was defenders – lost but if I didn’t suck, ie average players have a chance so that could be good level
Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

Map Settings
Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

Paused 10 minutes into C – Winning but 56 minutes to withstand counter offensive – i’m guessing the +25% for attack in C bit strong as at that point they defending, maybe 1.0 for attacker 1.5 for Defender C (the income has to be in 25% stages i ‘believe’ or wont complie may have been something else)

Steel Division 2 - Mod Settings Guide in Game

If save then quit can see AI scores any time – KT Jugger is low – wonder if that changes

Observations
– Soviet air is solid – not immune to 88’s but stays alive more
– masses soviet batteries don’t matter how inaccurate – still fill in all the little dots in a short time

Steel Division 2 - Mod Settings Guide in Game

Conclusion as it were – attacker bit to strong these settings

Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

As usual out scored by the Ai

Steel Division 2 - Mod Settings Guide in Game

Steel Division 2 - Mod Settings Guide in Game

The Story of getting AIr Control – a few 85’s helped alot and kept that other thing from visiting me

So on these setting in this mod with high stealth slower move and longer times
BreakthroughDefenderIncomeMultiplierPerPhase = [1.00, 1.25, 1.50]
BreakthroughAttackerIncomeMultiplierPerPhase = [1.50, 1.25, 1.25]
BreakthroughDefenderStartMoneyMultiplier = 1.00
BreakthroughAttackerStartMoneyMultiplier = 1.50

Think some of it were the decks maybe Jugger KT not so good in Defence but still bit easy for attacker
– options to change income by .25 and start by .1
– Probably drop .25 from C for Attacker – then as defender still good game till C (hard)
– Can use Attacker Start cash bonus to fine tune after that as necessary next tune

That’s it a part guide, part notes, part procrastination to see if we have another patch i don’t want to jinx it with modding tables and calling Murphies law

With luck future updates that don’t add or remove units should be smooth so that’s good as well

..and those setting with maybe 10% or a bit more deploy bonus look pretty good for Hard Defence version il just wait and see about updates a day or so

Written by Dogmeat

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