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  #1371  
Old March 10th, 2008, 02:57 PM
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Default Re: Balance Mod

It's a bit beyond the scope for BM, but I was going to add new basic damage types for weapons in my Nova mod. For example, you'd have a projectile damage type, an energy damage type, etc.
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  #1372  
Old March 10th, 2008, 04:42 PM
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Default Re: Balance Mod

Should I restrict Crystalline/Organic races to only have access to their racial hulls and not normal hulls? In this case, a Crystalline/Organic race would immediately have access to their ship hulls in this scheme.

There's a poll here if you're inclined to vote:
http://home.spaceempires.net/ftopict-4214.html
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  #1373  
Old March 10th, 2008, 07:35 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Balance Mod

That seems like a good idea, at least initially. If possible you ought to allow them to research standard hulls at some point.
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  #1374  
Old March 11th, 2008, 08:27 AM

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Default Re: Balance Mod

keep them with their racial hulls , a silicon creature would not research carbon ,only what it knows , also a creature with no eyes wouldn't develop television
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  #1375  
Old March 12th, 2008, 01:06 AM
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Default Re: Balance Mod

...We use silicon. Next?
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  #1376  
Old March 12th, 2008, 12:47 PM

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Default Re: Balance Mod

I was just trying to get a point across
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  #1377  
Old March 12th, 2008, 03:35 PM
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Default Re: Balance Mod

Sorry if I sounded rude; I didn't mean it that way.
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  #1378  
Old March 12th, 2008, 10:08 PM

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Default Re: Balance Mod

Hello everyone,

A couple of questions and a bit of patience if they've been asked/answered:

First, when placing boarding troops onto a ship design, is their life support "built into" them, or do they share the life support for the ship?

Second, with respect to climate control facilities and their upgrade by x% per "year", is the "year" one year from the facility completion or at the tart of a calendar year?

Thanks ahead of time for any help.
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  #1379  
Old March 12th, 2008, 11:36 PM
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Default Re: Balance Mod

Boarding parties do not require additional life support.

As for climate control facilities, I think it's any game turn with a zero after the decimal point.
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  #1380  
Old March 23rd, 2008, 11:19 PM

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Default Re: Balance Mod

One problem I'm seeing with BM is the AI building Fighter Bombers with no weapons - just lots of armour. Since they then run away from any combat, chasing them down becomes a bit of a hassle.

In terms of changes - how about a rethink on engines? There seems little point in having separate tech fields for the different types now since the main difference is movement point generation, so why not either (i) combine the tech areas (Ion, Contra-Terrene, Jacketed-Photon, etc) into a general Propulsion technology or (ii) vary the movement point generation so that later technologies improve at a faster rate?

With (ii) you could, for example, set the formulae so that new techs start off with fewer points but improve faster, making them more suitable for long term investment, e.g.

Code:
Engine type______Current formula_______________Suggested replacement
Ion..............100 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 5)
Contra-Terrene...115 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 7)
Jacketed-Photon..130 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 10)
Quantum..........145 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 15)



With this, Contra-Terrene engines would need to be developed to level 3 before outclassing existing (prerequisite level 3) Ion engines, making level 4 or 5 Ion research a practical option for empires needing faster ships urgently.

Similarly Jacketed-Photon would need level 3 and Quantum level 2 to equal or outclass their prerequisites. It may be worth adjusting the prerequisite levels to increase the lead-in time for new propulsion types, but the overall effect should be to provide distinct short-term/long-term research decisions.
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