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June 29th, 2007, 02:07 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
It's an interesting idea, but would require at least a bit of hard-code change, such as allowing the use of formulas in the maintenance settings.
I could probably do something off the record with the event script to do this now, but it would be difficult to communicate to the player. I would definitely consider doing something like this is my next mod, where each turn I would create an event under "corruption" etc. that advised how many resources were lost due to various factors.
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In terms of expansion, the maintenance increase will reduce ship and unit counts, not just due to their higher support costs, but also due to the increased facility maintenance fees. This means you won't be able to support quite the amount of colony ships or total construction queues you were prior to the change - thus reducing expansion to some degree.
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June 29th, 2007, 07:51 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Balance Mod
...Could you increase the actual cost of stuff by empire size?
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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!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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June 30th, 2007, 05:22 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod
Leaky Intel needs some number tweaking as well. I'm not sure if its the large amount of Intel we are hitting each other with or the intel formula being a little too loose (leaky).
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June 30th, 2007, 07:56 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Balance Mod
Yes, I find it a little bit too leaky too:
22-29% of sucess when both players have the same intel points (counting the 20% bonus of the defending player) is probably a little bit too high.
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June 30th, 2007, 08:21 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
It's a combination of two factors. First, the defense contribution to the formula should probably be weighted heavier in the formula. Second, I have already increased project costs for v1.09, which should help reduce the overall number of projects being executed per turn.
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July 2nd, 2007, 09:22 AM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod
Its a tough one to balance. i love intel, so i'm not just trying to get it lowered. Just hoping we can find a happy medium that works well.
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July 2nd, 2007, 04:39 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Balance Mod
I'd love some diplomacy balancing too. If I get a good start or a bad start, none of the AI will agree to a treaty, even if it is in their best interest. I get rather annoyed when it is clear after 20 turns that the game is going to be nothing but clobbering.
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July 3rd, 2007, 07:01 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
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Re: Balance Mod
can the AI ask and accept a treaty which is not colonize each others systems?
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July 3rd, 2007, 08:40 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod
Quote:
se5a said:
can the AI ask and accept a treaty which is not colonize each others systems?
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Yes. The key factor is a mix of anger/fear versus your Empire.
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July 3rd, 2007, 03:01 PM
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Private
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Join Date: Sep 2002
Location: North Wales
Posts: 28
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Re: Balance Mod
Hi Kwok
Will be getting the 1.09 version VERY SOON!!!!
Dont want to start another campaign if there is one being released in the next 2 days???
Drew
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