|
|
|
|
|
March 10th, 2008, 02:57 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
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.
|
March 10th, 2008, 04:42 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
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
|
March 10th, 2008, 07:35 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
March 11th, 2008, 08:27 AM
|
Corporal
|
|
Join Date: Nov 2003
Location: New Jersey
Posts: 144
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|
March 12th, 2008, 01:06 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Balance Mod
...We use silicon. Next?
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
March 12th, 2008, 12:47 PM
|
Corporal
|
|
Join Date: Nov 2003
Location: New Jersey
Posts: 144
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod
I was just trying to get a point across
|
March 12th, 2008, 03:35 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Balance Mod
Sorry if I sounded rude; I didn't mean it that way.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
March 12th, 2008, 10:08 PM
|
Corporal
|
|
Join Date: Mar 2008
Location: Chicago IL
Posts: 69
Thanks: 0
Thanked 1 Time in 1 Post
|
|
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.
|
March 12th, 2008, 11:36 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
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.
__________________
The Ed draws near! What dost thou deaux?
|
March 23rd, 2008, 11:19 PM
|
Corporal
|
|
Join Date: Oct 2006
Posts: 131
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|