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-   -   Balance Mod (http://forum.shrapnelgames.com/showthread.php?t=46839)

ScottWAR December 28th, 2010 03:48 PM

Balance Mod
This is a mod that makes very few changes in order to make the game more balanced.

The changes in it-----

-Fighters have land attack reduced to 20%
-Attack subs have surface attack increased to 350%
-Destroyers have underwater attack increased to 180%
-ASW Helicopters have their underwater attack increased to 160%
-Transports have their HP reduced to 120 at leve1/170 at level 2/220 at level 3.

Using the max damage a unit can do these changes accomplish the following. An attack sub can kill a transport in one attack. A destroyer can kill an attack sub in one hit. An attack sub can ALMOST kill a destroyer in one hit. An ASW heli can kill a sub in one hit. And most important,....fighters arent as effective against ground forces.

Unzip the file and place the entire folder (titled Basic Balanced) into the GameTypes folder. Which is located in the World Supremacy folder.

I have played with the mod just enough to know that the changes give the desired results........however, I have not had time to judge how the AI handles the changes. In the test games I played the AI actually seemed to be doing just fine. Regardless,......any comments, criticisms, suggestions,...etc are welcome and encouraged.

Uncle_Joe December 28th, 2010 04:45 PM

Re: Balance Mod
Thanks for the mod! It looks like a lot of your observations mirror my own.

One of the things I've noticed is how poor of a buy Infantry is. Not only do they die in seconds, they are slow on the Strategic map, slow on the tactical map, and have such a short range that it's rare that they ever get a shot.

Now the real kicker is their price tag. $2 doesnt seem like much, but the $1 upkeep is the killer! That is a 50% upkeep cost! Most other units have about a 25% upkeep cost. So basically you have a slow, weak unit that costs way too much to keep around in the mass numbers necessary to make them at all useful.

What I did for the demo was simply double their HPs. This gives them staying power at least. If you want to err on the conservative side, maybe only increase their HPs by 50%, but honestly I think they can use all the help they can get. :)


ScottWAR December 28th, 2010 05:11 PM

Re: Balance Mod
I plan on making an 'advanced' version where I am basically going to redo all the stats.

ScottWAR December 29th, 2010 04:06 PM

Re: Balance Mod
1 Attachment(s)
Uploading a new version (V1.1). The only change is to fighters and stealth fighters........I am reducing their air attack modifier back to 100%. The problem with fighters wasnt that they wernt able to kill other planes,...it was that they were lethal against ground units AND air units.

With the 150% modifier 1 fighter was able to kill 3 or 4 fighters in one shot,.......abviously this is way too high. With the change to 100%, they can kill two fighters in one shot IF they get a REALLY good damage roll.

Uncle_Joe December 30th, 2010 02:40 AM

Re: Balance Mod
Good call. I'd also look into reducing the damage from bombers. They do ridiculous damage in the stock game. I cut them in half and they are STILL a good buy so I think in 'stock', they are disgustingly overpowered. Sure, you can trash them with Fighters, but with that much base damage the bombers are not BAD vs fighter in return AND if there are no fighters or you kill the fighters, the bombers annihilate everything far far to quickly IMO.

ScottWAR December 30th, 2010 06:01 AM

Re: Balance Mod
Yes I have noticed that. Another thing is that carriers can only carry fighters and stealth fighters,...no bombers. I am thinking the fighter is modeled after the new strike fighter, and therefore is definately capable againt air and ground targets. Since I doubt the AI would put bombers on a carrier even if I changed the carrier to be able to handle carrying bombers,..... I think I am going to adjust the fighter back to being able to do both air and land damage,...but scale back both from the stock game.

Probably set it so 1 fighter can destroy 2 fighters on average in one shot (100% air modifier) and so 1 fighter can destroy one tank in one shot(65% land modifier). I think I will scale bombers back to about 75% land damage, so they can kill 3 tanks IF they roll maximum damage. That way they are still a decent buy even with fighters being able to do ground damage.

I will probably post these changes as V1.2 later today.

ScottWAR December 30th, 2010 06:52 PM

Re: Balance Mod
1 Attachment(s)
Here is version 1.2

Changes from stock game-
Fighters- air modifier to 100%, land modifier to 65%
Bombers- land modifier 75%
ASW Heli- undersea modifier to 160%
Attack Sub- underseas modifier to 350%
Destroyer- undersea to 180%
Sea Transport- Hp to 120/170/220
Radar Stations- Level 2 changed sight to 4, level 3 sight to 5
Surveillance Aircraft- Same as radar stations.

ScottWAR December 31st, 2010 01:33 AM

Re: Balance Mod
1 Attachment(s)
Had to fix an error. Forgot to change the game name in the settings file so the game was showing up as 'standard' in the game type menu. V1.21 fixes that.

ScottWAR December 31st, 2010 10:29 PM

Re: Balance Mod
1 Attachment(s)
I think this will be the final version, barring any imbalances that come to light with more playing.

This version (V1.3) adds two changes.
- Stealth Fighters And Bombers are no longer obtained by researching stealth. Instead Stealth Fighter I and Stealth Bomber I are avialable when Air Units 4 is researched. Stealth Fighter II and Stealth Bomber II are available when Air Units 5 is researched, and Stealth Fighter III and Stelath Bomber III are available when Air Units 6 is researched.
-Antiaircraft Truck I and Air Defense I are available at the beginning of the game instead of having to be researched first.

ScottWAR January 1st, 2011 02:13 PM

Re: Balance Mod
And of course I have decided that I am going to continue working on this mod, since every game I notice something I want to adjust. I want to go through and do some balancing on other units,.....prices as well as combat abilites.

I am still going to make sure that all changes I make are able to be used effectively by the AI.

Right now I am considering reducing bombers air modifier a little....by 5% or 10%. I am pretty sure I am going to reduce the damge AA Trucks can do to land units. I am going to adjust the prices on planes, ships and nukes/neutron bombs. I am still thinkoing about how to make infantry worth buying. I like the double HP idea, but want to see if I can come up with anything else before stealing that idea :)

I would like to know what changes others have made for any ideas on things I have overlooked.

I have noticed that it may be possible to add another damage type
, so it may be possible to remove the land modifier and add a hard land modifier (armored units like tanks) and a soft land modifier (unarmored vehicles and infantry). This will make it so that infantry can be made more effective against infantry, and tanks less effective against infantry. It will also allow for the addition of more specific units,....such as anti tank infantry, anti infantry tanks...etc.....

I need to either do some experimenting,...or find out from Aaron if there is any way this is possible through simple modding.

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