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  #91  
Old October 21st, 2006, 08:41 AM

aegisx aegisx is offline
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Default Re: Balance Mod Available for SE:V

What do you think about having the Capital Ship missile's (and maybe other missiles/rockets) defensive bonus modified by the empires Armor level? It would stand to reason they would have better armor/hulls as their tech increases.
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  #92  
Old October 21st, 2006, 09:31 AM

Raapys Raapys is offline
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Default Re: Balance Mod Available for SE:V

Any chance you could have a look at the AI treaties stuff Kwok( i.e. disable some of the options for the AI)? It's sort of game-breaking when the AIs make silly treaties that prevents them from expanding and researching :|
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  #93  
Old October 21st, 2006, 10:36 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Available for SE:V

I actually did modify some of the maximum anger values allowed for different treaty conditions, but unfortunately in my quick test games for the last update I didn't see much of a difference, but I'll continue to work on it as time permits.
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  #94  
Old October 21st, 2006, 11:04 AM

aegisx aegisx is offline
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Default Re: Balance Mod Available for SE:V

I did some PD tests, it is still overpowered. I did a 4 on 2 test and the 2 PD ships shot down every missile. All 4 ships were even firing their missiles at the same time (2 a piece).

I increased the defensive bonus on the missiles and they started to leak through.
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  #95  
Old October 21st, 2006, 11:14 AM
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Default Re: Balance Mod Available for SE:V

That's not exactly an accurate test though. Try mixing up a large missile fleet versus a DUC fleet with a couple of PD ships and see what happens.
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  #96  
Old October 21st, 2006, 11:17 AM

aegisx aegisx is offline
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Default Re: Balance Mod Available for SE:V

I'll give that a shot too, but in any case should 4 missile frigates be able to take on 2 frigates with L1 PD's? If they had more advanced PD systems sure...
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  #97  
Old October 21st, 2006, 11:22 AM

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Default Re: Balance Mod Available for SE:V

Well I can't seem to test fleets in the simulator as it hangs the game after I add ships (they don't even show up in the new fleet).
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  #98  
Old October 21st, 2006, 11:38 AM

aegisx aegisx is offline
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Default Re: Balance Mod Available for SE:V

Another idea, hope you don't find this annoying of me

For capital ship missiles:

Weapon Seeker Tonnage Structure Formula := 10 + (([%Level%] - 1) * 1) + (Get_Empire_Tech_Level("Armor") * 10)

This would provide missile armor (this doesn;t cover the other kinds of armor though).

Also, the damage a missile causes could be affected by the warhead tech level.

These arn't really PD fixes, but it might be nice to have some of the components affected by other techs.
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  #99  
Old October 21st, 2006, 11:48 AM
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Default Re: Balance Mod Available for SE:V

You don't have to be testing fleets or anything, just add about 10 ships per side and see how it goes.

I'm not sure if I'm going to mod in some of the more advanced techniques for the Balance Mod as I'm going for stock-like, but I can always change my mind. Mu ha ha ha.
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  #100  
Old October 21st, 2006, 11:51 AM

aegisx aegisx is offline
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Default Re: Balance Mod Available for SE:V

I did 6 MF (missile) vs 4 DU's and 2 PD's. The test run had the DU's and PD's sitting there taking it and they did... the PD's were shooting down pretty much everything. A couple got through, but not many.

Wonder if I can create a Kwok++....
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