|
|
|
|
|
June 5th, 2007, 09:45 AM
|
First Lieutenant
|
|
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
June 5th, 2007, 10:56 AM
|
Second Lieutenant
|
|
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
June 5th, 2007, 12:31 PM
|
|
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
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.
|
June 5th, 2007, 01:13 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
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
__________________
The Ed draws near! What dost thou deaux?
|
June 5th, 2007, 02:13 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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.
|
June 6th, 2007, 02:15 AM
|
Second Lieutenant
|
|
Join Date: Apr 2003
Location: England
Posts: 488
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
__________________
|
June 6th, 2007, 03:00 AM
|
First Lieutenant
|
|
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
|
June 6th, 2007, 11:29 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
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?
|
June 7th, 2007, 10:31 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
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.
|
June 7th, 2007, 04:02 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
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.
|
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
|
|
|
|
|