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July 23rd, 2003, 11:55 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
quote: and finally advanced storage racial trait should be 1500
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Rather than increase the cost, why not decrease the effect? That way, no AI modifications are required. Drop it to 110% (instead of 120%)?
Other traits that could use attention:
Advanced Power Conservation: 50% less power usage (instead of 25%)?
Hardy Industrialist: 120% SY rate (instead of 125%)?
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July 23rd, 2003, 11:57 PM
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Sergeant
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Join Date: Jun 2002
Location: Ottawa, ON, Canada
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by spoon:
quote: Originally posted by Captain Kwok:
Double Ugh! Why does everyone keep saying to make torpedoes better with a to-hit modifier! This makes no sense!
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Everyone knows that a space torpedo exlodes when it gets near its target, and it's the bLast radius that translates into its bonus to hit Why don't we take torpedoes in a slightly different direction, and make the damage increase as the range increases? This would make the torps the only weapon in the game that doesn't stand pat or get weaker the further out it goes.
As for explaining why it would do this in the first place, lets all just assume that the torp is fitted with an anti-matter explosive that gets more volitile the longer it's encased in the torp shell.
Doable?
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July 24th, 2003, 12:05 AM
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National Security Advisor
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Re: SE4 Stock Balance Mod
"This makes no sense! A beam weapon like APB is almost instantaneous to strike it's target which can't really evade it, while a torpedo is moving fairly fast and won't be able to make quick sharp turns if the target makes a sudden move, so is more likely to miss than the beam."
The torp may well have a proximity charge and/or a limited ability to seek. That, and why would a beam weapon be almost instant? These aren't lasers; the APB is just a stream of anti-particles, no difference from a DUC slug except that when it hits matter, it makes a bigger boom.
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July 24th, 2003, 12:16 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE4 Stock Balance Mod
Summary
Unsorted Issues
- One-resource bonus facilities have no advantage over All-three bonus facilities.
- Fighters & Missiles too weak / PDC to powerful
- Climate Control Facilities too weak
- Medical Lab plague prevention effect too low
- Talisman too powerful
- Quantum Reactors too powerful
- PDC, PPB too powerful
- Torpedoes, Graviton Hellbore, Incinerator, too weak.
- Ship Training too powerful
- Not enough room for Weapon Platforms
- High level Intel ops too effective
- All of the new damage types not used
- Fighter Rocket pods -> Seekers?
- Supply Storage should count as Cargo for ship restrictions.
Trivial Changes:
- Add range to Tractor Beam III so its full pull effect can be used.
Moderate Changes:
- Large increase of cargo value for Cargo Facilities {Suggest values}
[ July 23, 2003, 23:39: Message edited by: Suicide Junkie ]
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July 24th, 2003, 12:35 AM
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Brigadier General
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Join Date: Dec 2001
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
Supply Storage counts as Cargo for ship restrictions.
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Since when?
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July 24th, 2003, 12:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE4 Stock Balance Mod
Ok, "should count as"
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July 24th, 2003, 12:54 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
High level Intel ops too effective
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Since I have this handy, here are some proposed changes to intel projects I came up with a long time ago. Most changes are minor, so if you want to minimize change to stock files, you can safely ignore em. The major changes are in bold. I think the goal was to make intel more of an info-gathering and less of an empire-crippling endeavor. Since that's not really the goal of this mod, feel free to ignore...
General Espionage
Force Concentrations: Lower cost -- 2,000
Queue Concentrations: Lower cost -- 2,000
Ship Blueprints: Lower cost -- 5,000
Covert Recon: Lower cost -- 2,000
Census Thefts: Lower cost -- 2,000
Technological Espionage: no change (150k)
Embassy Taps: Lower cost -- 2,000
Empire Star Charts: Lower cost -- 5,000
Empire Archives: Lower cost -- 10,000
Unit Blueprints: Lower cost -- 5,000
Tech Reports: no change (20,000)
General Sabotage
Economic Disruption: Increase cost -- 30,000
Resource Procurment: Increase cost -- 30,000; Decrease effect to 5k of each resource (instead of 10k)
Technological Sabotage: Increase cost -- 50,000
Intelligence Sabotage: Lower Cost -- 15,000
Planet Sabotage
Weather Disruptions: Increase Cost -- 30,000
Ground Contamination: no change (20,000)
Food Contamination: Decrease effect to killing 5M population (instead of 100M). Or increase cost to 100,000.
Anarchy Groups: Increase Cost -- 20,000
Puppet Political Parties: Remove, or increase cost to 1,000,000
Cargo Maint. Trouble: (no change)
Industrial Sabotage: no change (25,000)
Political Disruption
Trade Distruption: Remove, or increase cost to 400k
Comm Taps no change (15,000)
Comm Mimic: Remove, or increase cost to 500k
Comm Interceptors: no change (10,000)
Ship Sabotage
Ship Bomb: no change (10,000)
Engine Damage: Lower cost -- 5000
Fuel Leak: no change (10,000)
Crew Insurrection: Remove, or increase cost to 100k
Crew Rotation: no change (5,000)
Cargo Bomb: Increase cost -- 7,500
Order Snafu: Lower Cost -- 5,000
[ July 23, 2003, 23:54: Message edited by: spoon ]
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