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  #1  
Old August 4th, 2003, 07:11 PM
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Default Re: SE4 Stock Balance Mod

You have to make Small DUC III less powerful and also tie it to Small Weapons tech. Unless I have racial tech, I always use Small Duc III. Maybe late in the game I would consider the Small Ripper but fighters are like butter by that point. I would suggest 5, 7, and 10 as the damage Ratings for Small Duc I-III. Or make it 5KT instead of 3 KT. That would make small Meson an attractive weapon because of its small size.

Make Small Weapons Tech 20K instead of 5K.

-------------------

I made Advance Mil Sci 50K research base in a Mod of mine. That had a nice affect on the game. I am actually building Ship Training 1 because level 3 is a long ways away. That change also makes Hyperoptics harder to get, making other anti-cloak means a consideration (really helps give an advantage to Temporal and Psychic races in getting anti-cloak ability earlier than others).

[ August 04, 2003, 18:12: Message edited by: LGM ]
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  #2  
Old August 4th, 2003, 07:12 PM
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Default Re: SE4 Stock Balance Mod

Do fighters receive racial/cultural bonuses ?
AFAIK, no. Not sure about fleet experience either.
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Old August 4th, 2003, 07:38 PM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by oleg:
Do fighters receive racial/cultural bonuses ?
AFAIK, no. Not sure about fleet experience either.
It was a while ago, maybe it was changed on a patch at some point, but I ran a series of test in a two player game with one system and did fighter/ship battles hot seat to see what the tohit chances were like. Fleet training was factored in as well as cultural and racial bonuses.

I was very surprised that Racial Ship Attacj and Defense bonsuses were factored in there because prior to my test, I thought the Racial Ship Combat sonsus were for ships, not units. They apply to ships and units equally.
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Old August 4th, 2003, 11:21 PM
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Default Re: SE4 Stock Balance Mod

This isn't actually a balance problem but I'd like to change it still. Some components has ship/base or ship/base/sat in vehicle type though the componets are only needed in ships (or sometimes also in bases).

For example all supply things (storage, quantum reactor, solar panel) are useless for bases and satellites.
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Old August 5th, 2003, 01:34 AM
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Default Re: SE4 Stock Balance Mod

And engines (& solar sails & IIRC even emergency propulsion) appear for bases!
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Old August 5th, 2003, 05:00 AM
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Default Re: SE4 Stock Balance Mod

Clean out useless item/vehicle combos from the available components list.

Good one.
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Old August 7th, 2003, 02:25 AM
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Default Re: SE4 Stock Balance Mod

I believe it was PvK that suggested that supply storage count toward the 50% on transport hulls ... I like that idea.
On the subject of supplies/storage. Has anyone ever suggested a supply storage/ solar panel combo? Sort of an intermediate step between solar panels and quantum reactor. 30kt component that has 300kt storage cap. and generates 75kt/turn.

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