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Re: SE4 Stock Balance Mod
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Temporal/Psychic: half the size and costs -> 20kT and 750/0/250 Hyper Optics: double the cost (3000/0/1000) Gravitic sensor: no changes Tachyon sensor: level 3 tachyon sensor scanning level from 4 to 5 -> the only sensor which see through the red system-wide storm. Level 5 scanner will also see mines though in their description says it prevents level 5 scans. Perhaps mines' cloaking should be rised. Btw supply storage, ship training and one-resource bonus facilities should removed from unsorted issues. What if the ship training facility is changed to system wide and only 1% per turn at every level? Only max training increases. These are also posted before but I think they're ignored http://forum.shrapnelgames.com/images/icons/icon9.gif If they're poor suggestions I'd like to even hear it. </font>
[ July 30, 2003, 20:18: Message edited by: Asmala ] |
Re: SE4 Stock Balance Mod
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And I still think the following mentioned earlier is a trivial change to help future AI's: Add a second dummy ability to Resupply Depots to enable them to be called for in both a system wide capacity and a individual planet capacity. Rollo, SJ, PvK, what do you think of this change? [ July 30, 2003, 22:39: Message edited by: cybersol ] |
Re: SE4 Stock Balance Mod
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So a 300kT Destroyer would get a +10% or +20% ECM bonus; a 500kT Cruiser would get -10% or -20%. At the extreme ends, the Escort (150kT ... three mass incremetns underweight) gets a +15% to +30% defense bonus; the Dreadnought, at 1000kT, is 600kT "overweight", earnign it a -60% or -120% defense penalty, and the Baseship (at 1500kT) is 500kT evewn MORE overweight, giving it a -110% or -220% defense penalty. The benefits of this are that it's intuitive and follows a pattern. The actual modifier per mass-increment can be altered for certain classes of ship (i.e., all transports may have a worse ECM modifier ... all carriers may have a better ECMmodifier than their mass might otherwise indicate ... etc). |
Re: SE4 Stock Balance Mod
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AFAIK: 1) The AI will automatically build one per system, guaranteed. 2) The AI will follow the build instructions for planets including any calls for resupply depots. AI modders, what say you? |
Re: SE4 Stock Balance Mod
[quote]Originally posted by Suicide Junkie:
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2) once a resupply is built, the AI will ignore further calls in this system So yes, the AI treats Resupply Depots as a system wide ability. Not sure if it can be tricked into building more by adding a bogus ability. I never tried. Which begs the question, cybersol: Why would you like to have the AI build more than one depot in a system? Just curious. |
Re: SE4 Stock Balance Mod
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Hope this better explains what I was thinking. Quote:
All around it was a minor frustation I ran into, much less annoying than the armor issue. It would be really great if the armor fix gets into wide public use. Have you suggested the armor fix to Mephisto for possible TDM inclusion as well? Back in the day it contained some minor data mods to help the AI (dummy research tech for instance). [ July 30, 2003, 23:39: Message edited by: cybersol ] |
Re: SE4 Stock Balance Mod
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With the talisman-supersensors I meant that the AI cannot use multiple offensive sensors (only takes the best AFAIK). This gives the player an unfair advantage. |
Re: SE4 Stock Balance Mod
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Rollo |
Re: SE4 Stock Balance Mod
Very well, just wanted to make sure.
Emergency Resupply sounds like an excellent choice for the ability, though. |
Re: SE4 Stock Balance Mod
Summary
Unsorted Issues - Fighters & Missiles too weak / PDC to powerful - Climate Control Facilities too weak - Medical Lab plague prevention effect too low - Talisman too powerful - Quantum Reactors too powerful - PDC, PPB too powerful - Torpedoes, Graviton Hellbore, Incinerator, too weak. - Ship Training too powerful - Not enough room for Weapon Platforms - High level Intel ops too effective - All of the new damage types not used - Fighter Rocket pods -> Seekers? Trivial Changes: - Add redundant tech requirements to Standard armor allowing AIs to call for it in design creation. - Reduce Price of Quantum reactor to benefit AI - Separate Normal and Phased shields component family. (Split them in terms of "Show only latest" and the upgrade button) - Add ability descriptions for weapon to-hit bonuses Minor Changes: - Smoothing of low level PPB improvements as below. - Increase range of WMG & HEM to 10 - Improve efficiency of Supply Tanks relative to engines. (Decrease size? Increase storage?) Moderate Changes: - Make standard Training Facilities System-wide for the benefit of AIs. Psychic Trait Version trains 2/turn vs 1/turn for standard to keep it worthwhile. - Scale up damage of ROF 2 weapons - Increase Planetary shield strength by 5x - Graviton Hellbore changed to Skip All Shields - Double Effect of Shield Regenerators - Individual resource bonus facilities 50% more powerful than all-in-one facilities. - Small CS/ECM doubled in effect to keep up with ship-CS/ECM. - Small accuracy bonus for torpedoes (~10%) - Small accuracy penalty for PPB (~10%) Suggestions of note: - Phased Polaron Beam Average Adjustment [b]</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Research Cost: 15k Weapon Damage At Rng := 30 25 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 35 30 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 45 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 50 45 45 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage At Rng := 60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> [ July 31, 2003, 02:26: Message edited by: Suicide Junkie ] |
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