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-   -   PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4) (http://forum.shrapnelgames.com/showthread.php?t=8081)

geoschmo January 7th, 2003 02:19 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Quote:

Originally posted by Imperator Fyron:
Defensive ground troops get bombarded before you drop your troops (in strategic combat). So, there is really no penalty to lowering the trait to 50%.
<font size="2" face="Verdana, Helvetica, sans-serif">Not exactly true. The troops don't get bobarded unless you also have waepons platforms on the planet. It's just that for some wierd reason the troops take damage form orbital bombarment before the weapons platforms do. But if you only have troops and no WP's, then you will have a troop to troop combat and could have problems conquering those planets if you take your 50% to physical strength. That being said, people very rarely keep that many troops garrisoned, or they can't on most small or domed worlds, or they do go ahead and build weapons platforms, or they have taken a reduction to physical strength themselves, so it rarely becomes an issue. Not never, but rarely. http://forum.shrapnelgames.com/images/icons/icon7.gif

Regarding the merchant trait, I can confirm 100% that Fyron is correct here. Blockading the space port has no effect on the other planets in the system. It only shuts off the resources coming from the planet being blockaded. Destroying or capturing the planet however does knock out the production from the entire system. This greatly increases the value of that particular planet to your empire. In the middle of a war is not when you want to be spending time and resources rebuilding your space port, and losing whole systems worth of resources at a time can hurt even a large empire.

Regarding the Advanced Storage. Maybe I misunderstood PvK, but it seems as if you are giving the ADV Storage some subjective value. I thought the point of the balance mod was to eliminate this kind of stuff and make the different costs all be on the same scale? I am not saying that 2000 points is too much or too little for the trait cause I haven't tried to figure it out, but it ought to be easily enough to calculate the comparative worth of adv storage versus a 20% boost in all the production facilities plus the average loss of production per planet for enough cargo faciliites to store 20% more units.

It may turn out it's still cheap at 2000 points, or that may be too expensive for what you get in return. But trying to factor in some subjective "rareness" value seems counter to what you said the mod was for.

Geoschmo

[ January 06, 2003, 12:21: Message edited by: geoschmo ]

Taera January 7th, 2003 07:18 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
hello all, this is a thread i will be visiting a lot as i have many complaints and ideas about SE4G's balance.

lets start with this - scattering and stealth armor. for one, they shouldnt be stackable (maybe set them to 1-per-ship with same family).
Another thing, scattering shouldnt have the block LRS's because it makes jammer obsolete.

i'll be back with more later.

Fyron January 7th, 2003 07:19 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
I think this mod was just for racial traits, actually. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK January 7th, 2003 11:45 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Yeah, I'm only changing the point values for race setup, not the way things work, in this mod. To see how I think things should work, see Proportions mod. http://forum.shrapnelgames.com/images/icons/icon12.gif But, thanks for the input. Proportions 2.5.1 does some interesting things with armor. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

PvK January 8th, 2003 12:21 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Ok... weird problem here. So far I've only modded the intended files:

Cultures, Racial Traits, Settings

When I run the mod and try to create a new game, I get complaints about QuadrantTypes, which I haven't modded.

Anyone run into this before?

PvK

PvK January 8th, 2003 12:29 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Hmm, seems like QuadrantTypes is being REQUIRED to be modded. Then I go to create a new race, and it complains about not finding modded Versions of RepairPriorities and Demeanors...

Has this been discussed before? Seems like either I'm confused and doing something wrong, or this is a bit lame - I shouldn't need to mod those files - it should use the ones in /Data if I don't provided modded Versions.

PvK

Captain Kwok January 8th, 2003 12:37 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Even if you have only edited a single file, in order to have a new mod, you must have the ALL the files from /data in the mod/data folder as well!

PvK January 8th, 2003 12:38 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Ditto for StellarAbilityTypes, SystemNames, and something else during quadrant creation... sigh.

PvK January 8th, 2003 12:39 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Argh, that's dumb. Ok, thanks Captain Kwok!

PvK

Fyron January 8th, 2003 02:08 AM

Re: PvK Balance Mod Version 1.1 posted (for SE4 Gold Version 1.91 - Patch 4)
 
Well... all but Abilities.txt, which is just a reference file. http://forum.shrapnelgames.com/images/icons/icon12.gif


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