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July 30th, 2003, 02:12 AM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Probably around 10%
If anybody is strongly against any of the items, feel free to speak up.
I'll run them all by Aaron before implementing it.
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July 30th, 2003, 02:34 AM
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First Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
Probably around 10%
If anybody is strongly against any of the items, feel free to speak up.
I'll run them all by Aaron before implementing it.
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I really like the idea of making Training Facilities system wide (though that takes away one of the (likely unintended) benefits of choosing the None atmosphere type...) In addition to that, though, I think the Max Level of training should be dropped to 10% or 15%... That +40% is tough to overcome.
For intel, if nothing else, I really think you should curb Comm Mimic and Food Contamination.
For torpedoes, I'd increase the bonus to hit to more like 30% (and not change the amount of damage.)
Everything else looks fine.
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July 30th, 2003, 04:17 AM
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National Security Advisor
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
Minor Changes:[list][*]Move Standard Armor to below Stealth, scattering and emissive ,
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Didn't we determine this change would keep any savegames from being upgradeable? Not saying it shouldn't be done, but that might be a big issue for some.
Geoschmo
[ July 30, 2003, 03:18: Message edited by: geoschmo ]
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July 30th, 2003, 04:46 AM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
That also might be an irrelevant issue for others. If savegames have to be made incompatible, then that should not be a stopping factor IMO. MM could include a "non-balanced" mod folder that people could use to play old games they want to keep playing in the patch...
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July 30th, 2003, 05:31 AM
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Re: SE4 Stock Balance Mod
Almost any change will affect savegames. I will email it all to Aaron to see what he likes.
Only really big things like racial traits make the save unloadable...
Moving components will make some saves unusable.
Changing research costs would make some saves unfair.
Only the most trivial changes will not affect savegames at all.
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July 30th, 2003, 08:54 AM
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Brigadier General
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Imperator Fyron:
... MM could include a "non-balanced" mod folder ...
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well, I think "Classic" would be more appropriate here.
Rollo
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July 30th, 2003, 09:01 AM
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Brigadier General
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by geoschmo:
quote: Originally posted by Suicide Junkie:
Minor Changes:[list][*]Move Standard Armor to below Stealth, scattering and emissive ,
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Didn't we determine this change would keep any savegames from being upgradeable? Not saying it shouldn't be done, but that might be a big issue for some.
Geoschmo To keep compatibility with saves (which is of major importance IMO) you can do the following to make the armor AI friendly:
add redundant tech requirements to Armor III, so the AI think it is the best armor to use.
Instead of:
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 3
use this:
Number of Tech Req := 3
Tech Area Req 1 := Armor
Tech Level Req 1 := 3
Tech Area Req 2 := Armor
Tech Level Req 2 := 3
Tech Area Req 3 := Armor
Tech Level Req 3 := 3
The AI will then value this armor higher as any other, since it requires 9 tech levels. No moving of components would be needed.
Rollo
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