.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
  #1  
Old August 23rd, 2002, 05:10 PM
thorfrog's Avatar

thorfrog thorfrog is offline
Sergeant
 
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
thorfrog is on a distinguished road
Default Weapon tweaking

Has anyone made a mod that just tweaks the existing weapons so that they are a bit more usable? I have found that using certain weapons in this game can be pointless unless they are modded. Here is a list of tweaks I've put into my file:

-changed missile size from 50 to 25.
-changed small torpedo size to 7 instead of 10
-gave massive weapons recharge of 5 instead of 30

I'd like to hear what others have done to to their existing weapons settings.
Reply With Quote
  #2  
Old August 23rd, 2002, 08:42 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapon tweaking

Many of the "heavy" weapons are pointless. Acid Globules, High Energy Magnifiers, Tachyon Cannons, etc. Most have the same range but around 1/2 the dmg ratio of the other racial weapons available at the same tech level. Also, Torpedoes are 100% pointless weapons, even with the fixed Emmmissive Armor. At the very least, they should have a to hit bonus of like 20-25%, like they did in SE3. Graviton Hellbores are also completely pointless. They need a lot more research points than APBs, but they have the same range, and about 1/2 the dmg ratio of APBs at almost all ranges except point blank, where it is still lower than APBs.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old August 23rd, 2002, 11:20 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Weapon tweaking

The 'special' damage types are seriously under-used in the default config. I've made the Graviton Hellbore a 'skips all shields' weapon so it IS worth something, for example. It's well worth researching, and also worth the trouble to close in for a point-blank attack when using it. And with the new patch I've decided to make the Acid Globule use the new 'Quarter Damage to Shields' damage type, then crank up the damage. This way it's an awful weapon against shields, as it should be since it's not an energy weapon, but it's evil once the shields are down. Provides an interesting design conundrum, doesn't it? Should you load up on 'normal' weapons to reduce the enemy shields, or include some Acid Globules to sear the actual ship to a crispy critter once the shields are gone? I also gave all the High-Energy Discharge weapons the 'Double Damage to Shields' damage type so they are a bit more valuable without having to be dramatically more powerful in 'normal' damage potential.

[ August 23, 2002, 22:21: Message edited by: Baron Munchausen ]
Reply With Quote
  #4  
Old August 24th, 2002, 12:16 AM
thorfrog's Avatar

thorfrog thorfrog is offline
Sergeant
 
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
thorfrog is on a distinguished road
Default Re: Weapon tweaking

Great ideas. I'll incorperate this in my file. Any other tweak ideas. I'm thinking of making all plasma weapons set to skip armor. But Half Damage To Shields. Suddenly the plasma missile is not so bad.

Also decreasing the size of basic torp weapons from 40 to 30.
Reply With Quote
  #5  
Old August 24th, 2002, 12:24 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapon tweaking

Changing the size messes up AI designs.

Weaken APBs and PPBs somehow. They are too powerful. Maybe make PPBs be about 75% the strength of APBs, and require similar tech levels.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old August 24th, 2002, 12:26 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Weapon tweaking

APBs are IMO fine once you consider the research cost. PPB on the other hand..

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #7  
Old August 24th, 2002, 01:21 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapon tweaking

APBs (esp. at high levels) are more powerful than any other "normal damage" weapon. This, IMHO, is not a good thing.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #8  
Old August 24th, 2002, 01:27 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Weapon tweaking

Quote:
Originally posted by atomannj:
Great ideas. I'll incorperate this in my file. Any other tweak ideas. I'm thinking of making all plasma weapons set to skip armor. But Half Damage To Shields. Suddenly the plasma missile is not so bad.

Also decreasing the size of basic torp weapons from 40 to 30.
I made the Plasma Missle/Torpedo a "Quad Damage to Shields' type myself. Remember the 'enveloping' attack of MOO Plasma weapons... It's already got the disadvantage of range attenuation, which no other seeker has, and of course as a seeker it can be stopped by PDC. So, I think it's a reasonable boost in power for this weapon. But then I created a new racial tech 'Plasma Technology' to restrict who could actually research and use it...

I wouldn't go tinkering too much with torpedos without careful thought. They are precariously balanced between 'ordinary' direct-fire weapons like APB and seekers. Reducing the size of the component by 10kt is a 25 percent change. Their size/damage ratio will be dramatically affected and they might become more 'efficient' than once-per-turn weapons like the APB. This is not good since they already have NO range attenuation and they hit harder (more damage at once) which makes them more effective against Emissive and Crystalline Armor. These are their advantages and there have to be some trade-offs like reduced total damage to keep them from being 'ultimate' weapons.

[ August 24, 2002, 14:32: Message edited by: Baron Munchausen ]
Reply With Quote
  #9  
Old August 24th, 2002, 01:34 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Weapon tweaking

But BM, they don't do enough damage to justify their use. LM or HM APBs can get through Emissive and Crystalline Armor easily.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #10  
Old August 24th, 2002, 01:36 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Weapon tweaking

Maybe Emissive Armor needs to be a bit stronger? Yes, there is some balancing to be done yet with the combat model.
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 07:24 PM.


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