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Re: New Mod: The Art of War Mod
Sure, here's my latest history file and to-do lists. I've been working on the "Weapons or Butter" decision balancing lately.
History: to do: v0.81 X-Reduced the Robotoid Factory bonuss by 1/2. X-Move individual resourse bonus facilities to their own trees. X-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.) ---Balance Robotoid Factory facility costs. ---Balance facilty costs for Resource Extractors. X-adjust Crew Areas maint. reduction. ---extend resource extractors down to 10 levels (9 researchable) ---change monolith research to be dependant on resource extraction research. (ala P & N) ---Adjust Research Center and Intel Center points generation. ---Adjust Citizen Database and CCC bonus %s. v0.80 -Added 9 levels of Space Yard(facility) and SY(component), researched thru Ship Construction and Space Yards(tech), along with Temporal counterparts. -Added Armor Regeneration ability to all hull sizes. (excluding units) -Cosmetic bug fix on abilities displays for hull sizes. v0.71 -Ship Sizes changed in preparation for mQNP addition. -NoAI mod files added. -TDM Modpack formations.txt file added. -Added Maint reducing components & ship specific mounts. -Added P&Nv3.1b Maintenance settings. -Adjusted ship hull costs to $1.2/kt. -Rebalanced the number of Crew Quarters and Lifesupport with vessel size. To Do list: --Cut out some of the more extreme changes. Stick to the basics for this mod--- -- playtest v.81 --- +++Maintenance+++ X-P&N maintenance settings. X-Maint reducing components & ship specific mounts; X-Adjust maint. reduction of Crew Areas to 8%. X-Rebalanced # of Lifesupport and Crewquarters with shipsize. ---Adjust ship hull costs to 2.0$/kt. +++Miscellaneous+++ X-Add no-AI mod files. X-Add TDM Formations ---Add some P&N mounts. ---Balance the Cultural Modifiers. +++Damage Allocation+++ ---Small racial armors. X-Add OA ability to all hull sizes. (excluding units) ---Various weapons balancing issues. +++Ground Combat+++ ---Ground combat down to 3 turns. ---Increase "damage to kill 1m population" setting. ---Increase damage rating of the Neutron Bomb. +++Space Combat+++ ---Change space combat to 20 turns. ---Rebalance the tohit%/ecm% (increase costs of characteristics, ala P & N) ---Add Manuevering thrusters. ---Ship/Fleet Training components (NOT facilities)ala P&N --- ??? Change tohit size bonuses to 12% per 100kt. ---Correct tohit% size bonuses on non-standard hull sizes. +++"Weapons or Butter"+++ X-9 levels of SY, researched thru ship construction, along with Temporal counterparts. X-extend resource extractors down to 10 levels (9 researchable) ---Adjust Research Center and Intel Center points generation. ---Adjust Citizen Database and CCC bonus %s. ---change monolith research to be dependant on resource extraction research. (ala P&N) X-Reduce Robotoid Factory bonuses by 1/2. X-Move individual resourse bonus facilities to their own trees. X-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.) ---Balance facilty costs for Resource Extractors. ---Balance Robotoid Factory facility costs. +++Engines+++ ---Supply usage decreases with engine tech level ala P&N, Exodus ---Double combat movement rates for fighters, missles. -??Smaller vessels can mount more engines than larger ones (ala dreadnaught and baseship). OR Add combat movement bonuses to smaller hulls OR Make size-specific mounts for manuevering thrusters; they add the combat movement bonus. ---Extend tech tree (ala Exodus mod) Note: mQNP is out, for the time being. One of the reasons is that I've got too many other things I want to experiment with (heck, I'm still coming up with ideas!). Another is that it might restrict the number of players interested in the mod. Once I get most of the basics worked out, I'll add it in (or perhaps make 2 Versions of the mod, on with mQNP, and one without). Of coarse, if there is a large public outcry, I could probably be persuaded to put it back on the to do list... ;P |
Re: New Mod: The Art of War Mod
Is anyone besides mumbles following this? I could use some feedback on my "Weapons or Butter" modding (ie I think I might have been a bit too ... enthusiastic with some of the changes). I've got most of it planned out, I just need to go in and actually make the changes.
edit: One other question. Do you think I should include mQNP? [ December 17, 2002, 10:57: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
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Re: New Mod: The Art of War Mod
That's it? ONE vote? I'm disappointed.
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Re: New Mod: The Art of War Mod
I vote for mQNP, too.
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Re: New Mod: The Art of War Mod
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Well, just in case, it's YES. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: New Mod: The Art of War Mod
Ok. Due to popular demand (relatively speaking), mQNP is back in. I was going to upload the newest Version (0.81) but after some playtesting I decided that some of the numbers need "jiggled" a little bit...
edit: Of coarse, I'll probably have to re-jiggle them once I get the population modifiers in... [ December 21, 2002, 12:35: Message edited by: dumbluck ] |
Re: New Mod: The Art of War Mod
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Re: New Mod: The Art of War Mod
Woo hoo!
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Re: New Mod: The Art of War Mod
A new Version! 0.81 is out, get it here: Aow v0.81.zip
This upgrade consists almost entirely of "guns or butter" decision work. You'll spend a lot more time in the early game researching infrastructure techs now. If you don't think you'll get rushed, that is... http://forum.shrapnelgames.com/images/icons/icon7.gif Note: I haven't had much of a chance to playtest the changes to the resource/research/intel bonus facilies yet. History: v0.81 -Reduced the Robotoid Factory bonuss by 1/2. -Move individual resourse bonus facilities to their own trees. -Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.) -Balance facilty costs for Resource Extractors. -Balance Robotoid Factory facility costs. -adjust Crew Areas maint. reduction. -extend resource extractors down to 10 levels -Balance component costs for Robo Miners. -Extend RoboMiners down the 10 levels of resource extraction. -Adjust Resource Extraction research costs. -x-Re-adjust Resource Extraction research costs. (could still use some fine tuning) -Expand research and intel facilities to 5 levels. -Expand research and intel bonus facilities to 5 levels. -Balance research and intel facility costs -Balance research and intel bonus facility costs. -Reduced the intel and research bonuss by 1/3. -Reduce default build rate to 1000m/o/r per turn. -Move intel and research bonus facilities each to their own research trees. -?-Adjust Research and Intel research costs. (More playtesting required) -Change space combat to 20 turns. -Ground combat down to 3 turns. -Add Eyecandy Systemnames, Events, Empire names, etc. v0.80 -Added 9 levels of Space Yard(facility) and SY(component), researched thru Ship Construction and Space Yards(tech), along with Temporal counterparts. -Added Armor Regeneration ability to all hull sizes. (excluding units) -Cosmetic bug fix on abilities displays for hull sizes. v0.71 -Ship Sizes changed in preparation for mQNP addition. -NoAI mod files added. -TDM Modpack formations.txt file added. -Added Maint reducing components & ship specific mounts. -Added P&Nv3.1b Maintenance settings. -Adjusted ship hull costs to $1.2/kt. -Rebalanced the number of Crew Quarters and Lifesupport with vessel size. To Do list: +++Maintenance+++ X-P&N maintenance settings. X-Maint reducing components & ship specific mounts; X-Adjust maint. reduction of Crew Areas. X-Rebalanced # of Lifesupport and Crewquarters with shipsize. ---Adjust ship hull costs to 2.0$/kt. ---Add Base only crew areas, researched with base construction tech. (extra's like minor repair ability, etc.) ---Adjust Crew areas mounts so that instead of a fixed tonnage structure, CrA now take up x% of total hull tonnage structure. +++Miscellaneous+++ X-Add no-AI mod files. X-Add TDM Formations ---Add some P&N mounts. ---Balance the Cultural Modifiers. X-Add Eyecandy Systemnames, Events, Empire names, etc. +++Damage Allocation+++ ---Small racial armors. X-Add OA ability to all hull sizes. (excluding units) ---Various weapons balancing issues. +++Ground Combat+++ X-Ground combat down to 3 turns. ---Increase "damage to kill 1m population" setting. ---Increase damage rating of the Neutron Bomb. +++Space Combat+++ X-Change space combat to 20 turns. ---Rebalance the tohit%/ecm% (increase costs of characteristics, ala P&N) ---Add Manuevering thrusters. ---Ship/Fleet Training components (NOT facilities)ala P&N --- ??? Change tohit size bonuses to 12% per 100kt. ---Correct tohit% size bonuses on non-standard hull sizes. +++"Weapons or Butter"+++ X-9 levels of SY, researched thru ship construction, along with Temporal counterparts. X-extend resource extractors down to 10 levels (9 researchable) ---Extend Repair tech down to 5(?) levels ---change monolith research to be dependant on resource extraction research. (ala P&N) X-Reduce Robotoid Factory bonuses by 1/2. X-Move individual resourse bonus facilities to their own trees. X-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.) X-Balance facilty costs for Resource Extractors. X-Balance component costs for Robo Miners. X-Extend RoboMiners down the 10 levels of resource extraction. X-Balance Robotoid Factory facility costs. ---Change population bonuses (ala proportions, P&N PBW -x-Adjust Resource Extraction research costs. ---Change: increasing facility tech levels equate to increasing construction costs. X-Reduce research and intel bonus %s by 1/3. X-Expand research and intel facilities to 5 levels. X-Expand research and intel bonus facilities to 5 levels. X-Balance research and intel facility costs X-Balance research and intel bonus facility costs. ---Reduce default build rate to 1000m/o/r per turn. X-Move individual intel and research bonus facilities to their own trees. -?-Adjust Research and Intel research costs. +++Engines+++ ---Supply usage decreases with engine tech level ala P&N, Exodus ---Double combat movement rates for fighters, missles. -??Smaller vessels can mount more engines than larger ones (ala dreadnaught and baseship). OR Add combat movement bonuses to smaller hulls OR Make size-specific mounts for manuevering thrusters; they add the combat movement bonus. ---Extend tech tree (ala Exodus mod) ---Due to popular demand (relatively speaking), mQNP is back in. [ December 26, 2002, 10:37: Message edited by: dumbluck ] |
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