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  #981  
Old June 5th, 2007, 09:45 AM

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

Curious.

Wouldn't this in effect mean that combat results vary depending on the performance of one's computer? The faster the computer, the more accurate the combat.

More, couldn't this also explain the whole 'time compression changes combat outcome' scenario? You're bound to loose alot of FPS( and thus combat iterations ) when increasing the time compression.

If such is the case, then that would have to be considered a huge flaw in the game's combat engine.
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  #982  
Old June 5th, 2007, 10:56 AM

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

Kwok,

Can you add lists to track if systems have facilities for Temporal, Organic (etc) 1-per-system facilities? It already does it for resupply/spaceports.
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  #983  
Old June 5th, 2007, 12:31 PM
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Default Re: Balance Mod Available for SE:V

Quote:
Raapys said:
Curious.

Wouldn't this in effect mean that combat results vary depending on the performance of one's computer? The faster the computer, the more accurate the combat.

More, couldn't this also explain the whole 'time compression changes combat outcome' scenario? You're bound to loose alot of FPS( and thus combat iterations ) when increasing the time compression.

If such is the case, then that would have to be considered a huge flaw in the game's combat engine.
More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission.
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  #984  
Old June 5th, 2007, 01:13 PM
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Default Re: Balance Mod Available for SE:V

Or perhaps Aaron just needs to rewrite the combat engine to keep the logic rate *independent* of the framerate... this is how most modern games are developed
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  #985  
Old June 5th, 2007, 02:13 PM
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Default Re: Balance Mod Available for SE:V

"Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )?"

I would imagine it has to do with the compression of combat logs, not the actual combat processing.

"More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission."

Considering that the actual computation of real time combat is more or less identical to turn based (just with a higher order of turn numbers), no, not really.
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  #986  
Old June 6th, 2007, 02:15 AM

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

Gotta admit Kwok, you've done a really good job with this mod
I'm liking it alot
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  #987  
Old June 6th, 2007, 03:00 AM

se5a se5a is offline
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Default Re: Balance Mod Available for SE:V

"More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission."

**** no.
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  #988  
Old June 6th, 2007, 11:29 AM
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Default Re: Balance Mod

Does anyone have an advanced game with the mod using fleets with lots of combats... if so, how many xp points have they racked up?
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  #989  
Old June 7th, 2007, 10:31 AM
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Default Re: Balance Mod

Just an FYI to interested mod users that don't visit the Mod's SE.net forum, I posted an updated Components.txt with some revised weapon data in this thread:

http://www.spaceempires.net/home/fto...11-.html#20211

There's been a lot of small adjustments to improve overall cost and damage balance of weapons across the board.
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  #990  
Old June 7th, 2007, 04:02 PM
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Default Re: Balance Mod

Quote:
Aaron said:This is a funny little setting. Up till several months ago, combat would take place at an accelerated rate but using the normal timer ticks from your system. I found that I could speed this up by forcing several iterations each timer tick. So instead of each timer tick causing one pulse of combat, there is now a loop which will cause “Combat Iterations Per Frame” worth of pulses for each timer tick. The dangerous part of this setting is that if you set it too high, you’ll cause the frame rate to drop to zero.
I got this reply from Aaron re: the "Combat Iterations Per Frame" value in settings.txt.
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