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Re: Balance Mod Available for SE:V
Curious.
Wouldn't this in effect mean that combat results vary depending on the performance of one's computer? The faster the computer, the more accurate the combat. More, couldn't this also explain the whole 'time compression changes combat outcome' scenario? You're bound to loose alot of FPS( and thus combat iterations ) when increasing the time compression. If such is the case, then that would have to be considered a huge flaw in the game's combat engine. |
Re: Balance Mod Available for SE:V
Kwok,
Can you add lists to track if systems have facilities for Temporal, Organic (etc) 1-per-system facilities? It already does it for resupply/spaceports. |
Re: Balance Mod Available for SE:V
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Re: Balance Mod Available for SE:V
Or perhaps Aaron just needs to rewrite the combat engine to keep the logic rate *independent* of the framerate... this is how most modern games are developed http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Balance Mod Available for SE:V
"Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )?"
I would imagine it has to do with the compression of combat logs, not the actual combat processing. "More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission." Considering that the actual computation of real time combat is more or less identical to turn based (just with a higher order of turn numbers), no, not really. |
Re: Balance Mod Available for SE:V
Gotta admit Kwok, you've done a really good job with this mod
I'm liking it alot |
Re: Balance Mod Available for SE:V
"More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission."
**** no. |
Re: Balance Mod
Does anyone have an advanced game with the mod using fleets with lots of combats... if so, how many xp points have they racked up?
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Re: Balance Mod
Just an FYI to interested mod users that don't visit the Mod's SE.net forum, I posted an updated Components.txt with some revised weapon data in this thread:
http://www.spaceempires.net/home/fto...11-.html#20211 There's been a lot of small adjustments to improve overall cost and damage balance of weapons across the board. |
Re: Balance Mod
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