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Strawberry Vanilla MOD
ok, I am haveing a go at making a mod.
basicly I want the original flavor of the game with some annoying unballences fixed, and a handfull of things added. I have started with PVKs ballance mod... erm is that ok with you pvk? and so far I have added small organic armor, small christiline armor. going to add small seeking parisites. I also want to make the massive planetry shield generator better, any ideas for this? also what things do you find annoying, which would be fairly easy to add/change but still keep the original feel? edit, ok stuck 3 levels of small seeking parasite, it does 30 damage at range 3 of the first level, 80 dam range 4! level 3, and only takes up 5kt. there is a catch however, it can only target ftr/sat/drones. [ December 05, 2003, 10:54: Message edited by: se5a ] |
Re: Strawberry Vanilla MOD
Keep in mind that the abilities of OA and CA do not work on units. It is still a good idea to have small Versions, just don't think they will work as expected. Drop off the abilities and it will not be confusing. http://forum.shrapnelgames.com/images/icons/icon12.gif
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[ December 05, 2003, 15:45: Message edited by: Imperator Fyron ] |
Re: Strawberry Vanilla MOD
Some easy fixes that IMHO will improve the strategic part of the game without loosing the Vanilla flavour:
- Make upgrading facilities more worthwile. -- Research I/II/III could be 500/700/900 points -- Resources I/II/III could be 800/1000/1200 units -- Space Yards I/II/III could build with 2000/3000/4000 - If you do the increased output/buildrate thing, you could also increase cost for certain items. Making larger shipsizes (way) more expensive will keep the ships smaller for a longer time and make smaller ships a viable option later in the game. - Add 2 more levels of Armor before Stealth and Scattering. This is a double fix, both making armor stronger and delaying those cloacked raiders a bit. - Improve mid and late game fighters. An easy way would be to make Medium 20 KT and Large 30 KT. - Get rid of the Quantum reactor. - Solar Sails, especially II and III are too cheap. Put extra levels of Solar Collectors in between making them worthwile as an alternative to the QR. - Increase base cost of PPB ( x 2 or x 4 ) +++ http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Strawberry Vanilla MOD
Considering how cheap armor is for its effectiveness, I'd say its not weak. Aside from the need to repair after battle, of course..
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Re: Strawberry Vanilla MOD
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so a small shield regen would not work eather? so do you think I should make the small armor better than normal small armor, or keep it about the same? I supose increasing these slightly would give a simular effect... Ill change it to costing 15min (15 org) and giving it a space of 1 and a structure of 5. it looks like emmisive armor works, maybe I could use that ability instead... do you like my small parasite idea? do you think it is balanced? lev 1: dam at rng = 30 30 30 0 0 0 0 0 0 lev 2: dam at rng = 55 55 55 0 0 0 0 0 0 lev 3: dam at rng = 80 80 80 80 0 0 0 0 0 all have a structure of 5, and a reaload of 15, can only target ftr\sat\drone. thanks for the other sugestions guys, ill have a play around with them http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Strawberry Vanilla MOD
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Re: Strawberry Vanilla MOD
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I'd say the fighter defensive to-hit items should be researchable up another three or more levels, to allow them to stay somewhat difficult to hit even when ships have Combat Sensors III (+65) and training (+40 or more), and PDC gives a +65 to-hit, since fighter ECM only gives +30, and afterburners (I forget - another +5 or +10). Basically, I think fighters should have devices which can eventually give them another +70 defense (or at least another +30) compared to what's possible in the existing game. PvK |
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[ December 05, 2003, 19:04: Message edited by: Imperator Fyron ] |
Re: Strawberry Vanilla MOD
Yeah, to stay vanilla but improve it without changing it much, just add some extra levels of armor research where it gets significantly stronger and significantly more expensive. Probably should also add more levels to organic and crystalline armor as well, to be fair, but be careful not to make those get too much better - maybe just increase their sctructure at the higher levels, with little or no improvement to their special abilities.
PvK |
Re: Strawberry Vanilla MOD
[quote]Originally posted by PvK:
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adding some there would be an excelent idea though. what if I add a small deffencive bonus to the higher tech small engines also? I was keeping the small parasites targeting only units to make them uneque, I could change them to target ships also, but I would probibly need to increse the damage significantly, wich would make them unbalanced vs fighters. I havent played round with the small rocket pods, havent even looked at the math on those, do they need adjusting? also, in the game no wepons are showing up at all, and some other small items are not eather. what have I done??? |
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+10 defense for afterburners +10 defense for CT engines +20 defense for JP engines +30 defense for Q engines +40 defense for small ECM IV (requires another level of research) +50 defense for small ECM V (requires another level of research) +60 defense for small ECM VI (requires another level of research) +40 attack for small Combat Sensors IV (requires another level of research) +50 attack for small Combat Sensors V (requires another level of research) +60 attack for small Combat Sensors VI (requires another level of research) So the hardest-to-hit fighter would have ABs, Q engines, and ECM VI, and would be 70% harder to hit than current fighters, but would take 3 more levels of research and require use of ABs. Since currently, late-game ships have no great difficulty hitting fighters with regular weapons, this should make it so that they now may have some difficulty, while PDC V at +65% will still be able to hit them pretty well. That'd be my first shot, to be tested out and tweaked if necessary. Quote:
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PvK |
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Re: Strawberry Vanilla MOD
I think you missed the point... you are not at all disagreeing with anything I said. http://forum.shrapnelgames.com/images/icons/icon12.gif My suggestion was to provide a real alternative to just using pure shields after a while. Adding more levels of armor can do that.
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Re: Strawberry Vanilla MOD
phew, I am halfway through the stock balance mod thread, *** you guys can waffle on...
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Re: Strawberry Vanilla MOD
Why thank you. http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Strawberry Vanilla MOD
Make the massive planetary shields better? There are lots of things you could do... make them cheaper, give them more shields, make them phased, or even a combination of all 3! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Strawberry Vanilla MOD
opinions!
do you think that PDC should be changed? I will be changeing the fighters defencive bonuses with engines and afterburners. but I need to work it in with the PDC if I am going to change them aswell. so, are pdc to good at shooting down missiles? if so how much so, and what do you think needs to be done to change it. |
Re: Strawberry Vanilla MOD
I like the change of making 2 different PDC components, one that targets fighters and another that targets missiles, both at 20kT.
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Re: Strawberry Vanilla MOD
I thought about that when I saw it in adamant. interesting idea, but I think it would be changeing the flavour a little to much...
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Re: Strawberry Vanilla MOD
Perhaps increase the damage resistance of missiles and decrease the to hit bonus of PDC then.
Oh, and I believe one of the first mods to do it was Devnull, which actually has the missile PDC combined with minesweeping. http://forum.shrapnelgames.com/images/icons/icon12.gif [ December 11, 2003, 06:13: Message edited by: Imperator Fyron ] |
Re: Strawberry Vanilla MOD
instead of changing the to hit with the pdc, I changed the defence bonus to the missiles, they are set at 40 as defult so I changed them to 55, seems silly to have them easyer to hit than drones...
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Re: Strawberry Vanilla MOD
Increasing the default to-hit mod sounds like a good idea to me, although keep in mind that as technology increases, ships increase their PD to-hit ability from +70 (PDC I with no combat sensors or training) to +175 (PDC with CS3 and full ship & fleet training). PDC range varies from 3 to 5, which does tend to give an additional -20 for high-tech ships using range-5 PDC.
Since there is only one level of seeker defense modifier available, and ship fire accuracy varies by 105% throughout the game (and by +/- 60 or so per race, potentially), there isn't any way to really keep PDC useful-yet-possible-to-miss-with throughout the game. PvK |
Re: Strawberry Vanilla MOD
I see what your saying, by changing the to hit on the missiles I have made it harder to hit them early game, but havent done much to the late game... *sigh*
it seems realy silly, why didnt MM put a weopon seeker to hit modifier into the components? i could add dumy missiles, but I am thinking it would change the game to much for what I am trying to do with this mod. ill have to do some more thinking on this and work out some maths... anyway, I have changed the to hit on the larger ship hulls to follow the pattern, inluding the carriers. I also reduced the drone hull cost slightly (100, 130, 160) gave smaller engines and afterburners a defencive bonus. do you think I should add smaller (5kt and 10kt) of shields and armor? (esp. christalline and organic) I think ill test it thouroly before adding more levels of armor and ecm though... im also not to sure about adding more levels of spaceyard/makeing the later spacyards better... maybe if I made the ship spaceyards get bigger and better later game? so eventualy you could build a battlestation which could build faster than your home planet... ahimnn something to ponder on. |
Re: Strawberry Vanilla MOD
Just make higher level missiles have a lot of seeker damage resistance. It will simulate the effects of them getting hit less often. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Strawberry Vanilla MOD
ok... I added two more levels of armor, called it Hardend armor. made them cost 60 and 70 minerals, and 10 and 15 rad.
I think I might test it before I do much more. who is interested? |
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I think I might have come up with another idea for balancing PDC and seekers!
increce seeker speed for the higher levels! thoughts? also its prety nearly finished. |
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saw a history channel program this evening, with those cool russian spinning ICBMs.. really put some english on those things, to avoid the laser beams. I mean, ALOT of fuel being burnt out to the sides.
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Re: Strawberry Vanilla MOD
I'd like to see the Normal & Phased Shields differated more. Have Normal shields discovered on odd levels, while phased discovered on even. Phased should have give less Shield points then Normal Shields, which would make you decide on either more normal shield points, or less phased shield points.
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Re: Strawberry Vanilla MOD
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and give a few more levels of normal, I agree, normal should have more points. I might bring phased foward a little bit, but not going to have them available right at the begining... |
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