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June 27th, 2007, 05:08 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod Available for SE:V
I'd guess it would be the Monday before July 4th - but that's only a guess.
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June 27th, 2007, 05:28 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod Available for SE:V
Looking at your BM Tech Chart.
To steal Technology requires:
AS61 - Sabotage - Empire Wide
AS58(3)
Or is it the Espionage Empie Wide to steal tech?
Any certain level? or higher leveles equals higher chance?
what does: └[IP] Research Stolen (1:10) mean, especially the numbers in parenthesis.
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June 27th, 2007, 07:02 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
That tech area becomes available at level 3 in Intelligence Services. Improvements in the tech area will improve the efficiency of attack points for that area. The parenthesis with the range of levels shouldn't really be there since the projects themselves don't have levels, so I'll get rid of them for the next update. It's the intel area, such as Empire Wide - Espionage, that have actual levels.
Check the first page of the tech chart to see the format of the chart and explanations for abbreviations etc.
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June 29th, 2007, 11:33 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
I thought for v1.10 that I would like to increase maintenance rates (back to original stock levels) to slightly curtail the mod's expansion rate and the amount of objects in play to improve general performance.
The current rates:
Ships: 25%
Units: 5%
Facilities: 5%
Proposed Rates:
Ships - 25%
Units - 10%
Facilities - 10%
A welcomed move?
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June 29th, 2007, 12:21 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod
I don't think that will slow down the expansion rate.
More efficient ways would IMO be:
- reduce research point generation
- reduce resource point generation
- increase colony module cost
- increase facility cost
But that is just my opinion.
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June 29th, 2007, 12:27 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod
How about colony resource consumption? Right now they consume very little in the way of resources.
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June 29th, 2007, 12:46 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Balance Mod
It could slow down the expansion rates a little bit, but 1000 minerals/turn instead of 500/turn for a construction Yard won't make that much of a change.
(= still better than now?)
It will make a change after that though, when you build up the insfrastructure on your planets, satellites, weapon platforms and troops. So it should slow down the build up a little bit.
(= GOOD?)
I think it will help extensive empires a little bit, because the area (=productive planets) grows faster than radius (=system to put defenses into), and stationnary defenses will be more expensive.
(= BAD?)
It should help momentum (agressive) empires a little bit, since stationnary defenses will be more expensive to mantain.
(= GOOD?)
Also fighters will be more costly to maintain.
(= GOOD?)
Ressource bonuses and techs, reduced maintenance will become more important.
(= GOOD?)
I fear it will make the mineral planets more important, thus expansion could become even more important!
(= VERY BAD!)
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June 29th, 2007, 01:44 PM
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Corporal
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Join Date: Oct 2006
Posts: 131
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Re: Balance Mod
Add a maintenance modifier that increases with empire size (whether it be number of planets, number of units, etc) making items more expensive for larger empires (simulating an increase in bureaucratic inefficiency or corruption). That could slow down expansion for larger players.
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June 29th, 2007, 01:44 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Balance Mod
Quote:
- reduce research point generation
- reduce resource point generation
- increase facility cost
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That would make the problem even worse... you'll want to get more planets to compensate.
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June 29th, 2007, 01:49 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Balance Mod
Quote:
Add a maintenance modifier that increases with empire size (whether it be number of planets, number of units, etc) making items more expensive for larger empires (simulating an increase in bureaucratic inefficiency or corruption). That could slow down expansion for larger players.
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That would be great! Could that be modded?
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