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  #1  
Old July 31st, 2003, 01:12 AM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by geoschmo (paraphrased):
I think that most people that object to the QR object to it on the grounds that you don't need one on every ship, just one on one ship in the fleet. This is imbalancing as far as between the AI and human players as the AI is not smart enough to take advantage of this fact and thus spends a lot more resources for their ships then they need to.

...Actually I think we have determined the AI can use the alternative talisman (super sensors) just fine.
Geoschmo[/QB]
Personally I tend to put QR's on all my ships (I'm usually up to battleships or dreadnoughts by then anyway). I tried doing the 1-QR-per-fleet thing but my supply-pig Null-space Dreadnoughts would run dry during a combat intensive turn. I lost an entire fleet that way. There are disadvantages to trying to exploit the QR.

With the talisman-supersensors I meant that the AI cannot use multiple offensive sensors (only takes the best AFAIK). This gives the player an unfair advantage.
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Old July 31st, 2003, 01:30 AM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by QuarianRex:
...With the talisman-supersensors I meant that the AI cannot use multiple offensive sensors (only takes the best AFAIK). This gives the player an unfair advantage.
true, I think if the Talisman is going to be nerfed (something I do not like) and reduced to a supersensor, it would be good to give it the same component family number as Combat Sensors. It shouldn't stack then.

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  #3  
Old July 31st, 2003, 01:38 AM
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Default Re: SE4 Stock Balance Mod

Very well, just wanted to make sure.

Emergency Resupply sounds like an excellent choice for the ability, though.
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  #4  
Old July 31st, 2003, 01:52 AM
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Default Re: SE4 Stock Balance Mod

Summary
Unsorted Issues
- 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?

Trivial Changes:
- Add redundant tech requirements to Standard armor allowing AIs to call for it in design creation.
- Reduce Price of Quantum reactor to benefit AI
- Separate Normal and Phased shields component family. (Split them in terms of "Show only latest" and the upgrade button)
- Add ability descriptions for weapon to-hit bonuses

Minor Changes:
- Smoothing of low level PPB improvements as below.
- Increase range of WMG & HEM to 10
- Improve efficiency of Supply Tanks relative to engines. (Decrease size? Increase storage?)

Moderate Changes:
- Make standard Training Facilities System-wide for the benefit of AIs. Psychic Trait Version trains 2/turn vs 1/turn for standard to keep it worthwhile.
- Scale up damage of ROF 2 weapons
- Increase Planetary shield strength by 5x
- Graviton Hellbore changed to Skip All Shields
- Double Effect of Shield Regenerators
- Individual resource bonus facilities 50% more powerful than all-in-one facilities.
- Small CS/ECM doubled in effect to keep up with ship-CS/ECM.
- Small accuracy bonus for torpedoes (~10%)
- Small accuracy penalty for PPB (~10%)

Suggestions of note:
- Phased Polaron Beam Average Adjustment
[b]
code:
Research Cost: 15k
Weapon Damage At Rng := 30 25 25 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 35 30 30 25 25 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 45 40 40 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 50 45 45 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage At Rng := 60 55 55 55 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0



[ July 31, 2003, 02:26: Message edited by: Suicide Junkie ]
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  #5  
Old July 31st, 2003, 04:20 AM
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Default Re: SE4 Stock Balance Mod

[quote]Originally posted by Rollo:
quote:
Originally posted by Suicide Junkie:
Quote:
...AFAIK:
1) The AI will automatically build one per system, guaranteed.
2) The AI will follow the build instructions for planets including any calls for resupply depots.

AI modders, what say you?
1) nope, only when called for
2) once a resupply is built, the AI will ignore further calls in this system

So yes, the AI treats Resupply Depots as a system wide ability. Not sure if it can be tricked into building more by adding a bogus ability. I never tried.
Which begs the question, cybersol: Why would you like to have the AI build more than one depot in a system? Just curious.

Why not combine the resupply depot function with the space yard itself? I always wondered why the space yards couldn't have a gas station built in, seems a bit silly to have a completely separate facility just to pump gas and reload weapons.
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Old July 31st, 2003, 04:25 AM
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Default Re: SE4 Stock Balance Mod

That's more of a design issue...
Spaceyards and resupply depots were separate in SE3, too.
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Old July 31st, 2003, 04:33 AM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Suicide Junkie:
That's more of a design issue...
Spaceyards and resupply depots were separate in SE3, too.
I'm not sure what you mean by a design issue... is that bad? It would seem to solve the problem neatly, if it would work.

You could always adjust the cost of the space yard to make it take the same number of turns to construct as the facilities would have separately.
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