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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 |
Re: Strawberry Vanilla MOD
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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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