.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1041  
Old June 27th, 2007, 05:08 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod Available for SE:V

I'd guess it would be the Monday before July 4th - but that's only a guess.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1042  
Old June 27th, 2007, 05:28 PM

Romulus68 Romulus68 is offline
Sergeant
 
Join Date: Nov 2006
Posts: 220
Thanks: 0
Thanked 0 Times in 0 Posts
Romulus68 is on a distinguished road
Default 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.
Reply With Quote
  #1043  
Old June 27th, 2007, 07:02 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default 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.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1044  
Old June 29th, 2007, 11:33 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default 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?
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #1045  
Old June 29th, 2007, 12:21 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default 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.
Reply With Quote
  #1046  
Old June 29th, 2007, 12:27 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod

How about colony resource consumption? Right now they consume very little in the way of resources.
Reply With Quote
  #1047  
Old June 29th, 2007, 12:46 PM
BlueTemplar's Avatar

BlueTemplar BlueTemplar is offline
Corporal
 
Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
BlueTemplar is on a distinguished road
Default 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!)
Reply With Quote
  #1048  
Old June 29th, 2007, 01:44 PM

AstralWanderer AstralWanderer is offline
Corporal
 
Join Date: Oct 2006
Posts: 131
Thanks: 0
Thanked 0 Times in 0 Posts
AstralWanderer is on a distinguished road
Default 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.
Reply With Quote
  #1049  
Old June 29th, 2007, 01:44 PM
BlueTemplar's Avatar

BlueTemplar BlueTemplar is offline
Corporal
 
Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
BlueTemplar is on a distinguished road
Default Re: Balance Mod

Quote:

- reduce research point generation
- reduce resource point generation

- increase facility cost

That would make the problem even worse... you'll want to get more planets to compensate.
Reply With Quote
  #1050  
Old June 29th, 2007, 01:49 PM
BlueTemplar's Avatar

BlueTemplar BlueTemplar is offline
Corporal
 
Join Date: Apr 2007
Posts: 135
Thanks: 0
Thanked 2 Times in 1 Post
BlueTemplar is on a distinguished road
Default 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.
That would be great! Could that be modded?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.