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  #1  
Old December 5th, 2003, 12:02 PM

se5a se5a is offline
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Default 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 ]
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  #2  
Old December 6th, 2003, 02:12 AM
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Default 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!
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  #3  
Old December 5th, 2003, 05:41 PM
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Default 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.

Quote:
also what things do you find annoying, which would be fairly easy to add/change but still keep the original feel?
The dominance of the DUC/PPB/APB line of weaponry. The fact that PPBs are not a special weapon as they should be, but rather a main line weapon. Meaning, they should not be very useful against non-shielded targets or against targets with phased shields, only powerful against ships with non-phased shields. The fact that armor is incredibaly weak. The fact that shield regenerators are useless in most situations because ships rarely survive the 7 rounds to make the shield regenerator useful once they start getting shot at. The fact that there are no special damage warheads for mines (ionic mines, tachyon mines, etc.). The fact that it is incredibly easy to conquer planets. Make defending milita per pop really low, and boost their HP and damage. Make ground combat Last 1 or 2 rounds. This will make ground combat take a lot longer, will allow the use of reinforcements on both sides, etc.

[ December 05, 2003, 15:45: Message edited by: Imperator Fyron ]
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Old December 5th, 2003, 06:21 PM
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Default 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 )
+++
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Old December 5th, 2003, 08:24 PM

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Default 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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Old December 5th, 2003, 08:30 PM

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Default Re: Strawberry Vanilla MOD

Quote:
Originally posted by Imperator Fyron:
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.
AWww MAN!
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
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