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  #1051  
Old June 29th, 2007, 02:07 PM
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Default 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.

---

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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  #1052  
Old June 29th, 2007, 07:51 PM
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Default Re: Balance Mod

...Could you increase the actual cost of stuff by empire size?
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  #1053  
Old June 30th, 2007, 05:22 PM

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Default 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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  #1054  
Old June 30th, 2007, 07:56 PM
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Default 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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  #1055  
Old June 30th, 2007, 08:21 PM
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Default 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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  #1056  
Old July 2nd, 2007, 09:22 AM

Romulus68 Romulus68 is offline
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Default 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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  #1057  
Old July 2nd, 2007, 04:39 PM

MasterChiToes MasterChiToes is offline
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Default 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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  #1058  
Old July 3rd, 2007, 07:01 AM

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Default Re: Balance Mod

can the AI ask and accept a treaty which is not colonize each others systems?
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  #1059  
Old July 3rd, 2007, 08:40 AM
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Default Re: Balance Mod

Quote:
se5a said:
can the AI ask and accept a treaty which is not colonize each others systems?
Yes. The key factor is a mix of anger/fear versus your Empire.
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  #1060  
Old July 3rd, 2007, 03:01 PM

DrewBlack DrewBlack is offline
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Default 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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