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  #11  
Old January 2nd, 2011, 02:26 AM

Uncle_Joe Uncle_Joe is offline
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Default Re: Balance Mod

Lets see, what else have I done in my mod? (and I've shameless used yours as a base! ).

I guess here are the high-points:

1) Gave APCs +1 Attack and better damage (about double...they are actually worth using now.

2) Increased infantry HPs by 50% at all techs. I went with double for a while, but with APCs being more useful and with other units being tweaked, they are probably fine with 50% more.

3) Cut bomber damage by half. This is across the board, not just using the multipliers. I also cut their range to 3. And they are STILL an extremely powerful unit. In 'stock', they were beyond broken lol.

4) Upped Fighter cost to 25/6. I also scaled their land attack to 40% and reduced their range to 3. Again they are still one of better and more verstatile units out there.

5) Doubled the effect of the Fortified Positions. Each point of defense over the attack value in the combat formula is a 5% decrease in damage so I made the Fortified positions basically reduce damage by 10%, not 5% (give or take).

6) Gave AWACS a +2 Attack value for units. This appears to be working OK, but I can't 100% verify that it has the effect.

7) Cut the cost of tech research in half. The AI loves to spend money on tech and at least this gives it a chance to survive and build units rather than wasting it all on tech every turn.

8) Increased the Initiative and damage of Mobile Arty a bit. We found that these things really just weren't worth having. They acted too infrequently, were extremely fragile and even when they attacked, their damage wasnt all that great.

9) I removed the x2 money per province and just made the provinces worth between 8 and 15 instead. It removes a little bit of the money, but I dont mind that with the other changes and it makes more sense that a territory with 11 is worth...well, 11! I also made cities give a 50% bonus (to keep it consistent) and I reduced their cost to 40. The thought here is that in a good (14 or 15) territory, the pay off is about 6 turns. I'm considering having cities grant a 2-point defense bonus as well (cities should be harder to take after all ).

I *think* that's it.
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  #12  
Old January 2nd, 2011, 05:42 AM

ScottWAR ScottWAR is offline
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Default Re: Balance Mod

New Version V1.4

-changes from 1.3-

Bombers air modifier reduced to 10%
Ballistic Sub surface modifier increased to 400%
Attack Sub suface modifier increased to 500%

-----------------------------------------------------
Those are some interesting changes and I like a few of them. Right now I am trying to make as few changes as possible so if I dont like the results I dont make it too hard to tweak.
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File Type: zip Basic Balanced V1.4.zip (44.3 KB, 770 views)
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  #13  
Old January 11th, 2011, 09:13 AM
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spillblood spillblood is offline
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Default Re: Balance Mod

Cool, I'll try your mod out (hehe, since it hasn't got graphical errors any more now). Can this be enabled in the game types-dialog at the start of each game?
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  #14  
Old January 11th, 2011, 09:16 AM
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spillblood spillblood is offline
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Default Re: Balance Mod

Woah, different Infantry types would really rock. Implement this if it's possible!
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  #15  
Old January 12th, 2011, 06:35 AM
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spillblood spillblood is offline
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Default Re: Balance Mod

Nice mod, really balances combat and makes higher tech level units considerably more expensive.
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  #16  
Old July 21st, 2011, 11:53 AM

ScottWAR ScottWAR is offline
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Default Re: Balance Mod

Ok, after several months of trying to get the developer to fix this game it has become apparnet that it is not going to be fixed.

That means this mod is worthless. The AI in the game is simply retarded. It could do better if a chicken was poking at the keyboard. So sadly this mod will not improve the game in any meanigful way. It is too broken to be fixed by anyone but the developer.
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