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  #661  
Old January 28th, 2007, 01:10 PM

Raapys Raapys is offline
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Default Re: Balance Mod

*shrug*

Hard to say without actually having the code to look at. And I can't really say I know for sure. What I've seen is that the problem does not appear to exist in pure stock. The problem is apparant in the Balance Mod: missiles are far more likely to get through at 8x. The problem is even more apparant if you try to use SJ's 'leaky-PD' idea, PD cannons with 50ms fire rate and -90 or so to-hit modifier: at 8x all missiles get through, even if the system works perfectly at 1x.

The reason I think it's related to the to-hit modifier instead of firing rate, is that if you set the PD to-hit modifier to +50 or so, no missiles get through at 8x even with 50ms fire rate. So obviously 50ms 'works'( which means 500ms does too), but somehow, when the to-hit modifier goes too far into negative, the PD wont hit a thing in 8x even if it still hits in 1x.

Perhaps the hit/miss roll isn't done as often in 8x or some such, so if one miss is rolled it could apply to several shots.
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  #662  
Old January 28th, 2007, 03:45 PM
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Kana Kana is offline
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Default Re: Balance Mod

Are the missiles the same speed as stock in BM?
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  #663  
Old January 28th, 2007, 03:51 PM
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Default Re: Balance Mod

They're in the same range, but not exactly the same.
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  #664  
Old January 29th, 2007, 01:56 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

I've got v1.03 of the mod almost ready to go, with the minor exception that I haven't compiled the updated AI scripts nor tested them with the latest patch. I hope to do that in a 2hr window I have after work, but it might be much later tonight or even tomorrow.

---

The v1.02 mod just needs the new line in settings.txt added (whether or not retreat is allowed) and it should work fine.
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  #665  
Old January 29th, 2007, 02:48 PM

se5a se5a is offline
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Default Re: Balance Mod

if it's going to take a while, can you release a no AI version for PBW?
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  #666  
Old January 29th, 2007, 03:33 PM
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Default Re: Balance Mod

Quote:
Captain Kwok said:
They're in the same range, but not exactly the same.
I was just wondering if the missile speed might have something to do with the time compression/PD hit problem.
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  #667  
Old January 29th, 2007, 04:00 PM
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GuyOfDoom GuyOfDoom is offline
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Default Re: Balance Mod

What can we expect to see different in v1.03?
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  #668  
Old January 29th, 2007, 05:00 PM
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Default Re: Balance Mod

It's mostly an AI patch, with just a few minor adjustments or corrections in the data files. The AI improvements include some tweaks to ship orders, colony development and maintaining units, along with the addition of a few new functions from the latest SE:V patch.
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  #669  
Old January 29th, 2007, 07:47 PM
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Default Re: Balance Mod

Cool, thanks.
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  #670  
Old January 30th, 2007, 02:38 AM

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Default Re: Balance Mod

Is there a way to tell which data files have changed since the previous version? I'd like to be able to incorporate new changes in the balance mod to my mod-in-development (which is based on balance), but as I have added to some of the data files, I don't want to overwrite my changes.
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