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  #1  
Old August 2nd, 2003, 09:50 PM
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PvK PvK is offline
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Rollo:
...That would break AI that uses a warship hull and no extra cargo storage as colonizers.
True. Only modded AI's do that, though, but still.

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  #2  
Old August 2nd, 2003, 10:03 PM
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Default Re: SE4 Stock Balance Mod

Bah. There is way too much whining going on about old files becoming obselete as a result of a new patch. Sometimes that is inevitable and necessary, unless you want zero progress to be made with the patches, of course.
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  #3  
Old August 3rd, 2003, 08:01 AM

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Default Re: SE4 Stock Balance Mod

fyron here is right (*DRAMATIC GASP* OH MY GOD I AGREED WITH FYRON!!!) (no offense meant fyron, just i usually disagree with you ). Old games are old, its the latest Version of the game that matters most. If you realy have to, you can always install the previous patch on a clone copy of the game.
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Old August 3rd, 2003, 12:16 PM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Imperator Fyron:
Bah. There is way too much whining going on about old files becoming obselete as a result of a new patch. Sometimes that is inevitable and necessary, unless you want zero progress to be made with the patches, of course.
meh, I was only trying to be helpful and point out things that could be problematic.
If such advice is not welcome, fine. I won't bother with it anymore.
Have fun with your mod.

Rollo
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  #5  
Old August 4th, 2003, 01:38 AM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Rollo:
meh, I was only trying to be helpful and point out things that could be problematic.
If such advice is not welcome, fine. I won't bother with it anymore.
Have fun with your mod.

Rollo
Rollo, as we have tried to point out to Fyron on many occasions this thread is NOT a mod in the normal sense of a mod. It is an attempt to gather suggestions to submit to Malfador that have a chance of being accepted in the stock game. Your comment was more in line with the objectives of the thread. Even if we ultimatly proceed with a change despite your point does not mean that the point should not be considered. Please do not leave the thread as your comments have been constructive and to the point, something that unfortunatly cannot be said for everyone here.

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Old August 3rd, 2003, 06:42 PM

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Default Re: SE4 Stock Balance Mod

We still have a number of outstanding issues, so I thought I'd try to summarize a few to see if we can reach a consensus, then move on to the next batch of issues.

PDC. The majority seem to think these are too powerful vis-a-vis missiles. Suggestions include:
1. Reduce or eliminate current bonus to hit.
2. Reduce range.
3. Change reload rate to 2.

PPB. What many see as a niche weapon is instead the primary DF weapon of the early and mid game.
1. Smooth out damage progression (I believe this has been agreed to).
2. Reduce range.
3. Impose a penalty to hit. 10%?
4. Increase supplies used. Double?
5. Improve armor.
6. Make phased shields easier to reach on the research tree.

Armor. No real consensus that there is a problem here, but some feel armor should be more equal to shields in protection per kt. Also, there are concerns that the AI is not using armor effectively.
1. Remove Chemistry I as a requirement to research Armor.
2. Add several levels to armor research, with improved components at the higher levels.
3. Improve armor protection somewhat for the current armor types.
4. Reduce the weight of the current armor components.
5. Add redundant requirements to armor to help the AI use it properly.
6. Add Skip All Shields to other weapons, which indirectly boosts armor relative to shields.

*************

My personal preferences - until someone convinces me otherwise...

PDC - Leave as is, but change reload rate to 2.
PPB - Reduce max range to 5 (same as DUC), make phased shields easier to reach, improve armor slightly.
Armor - My first choice would be adding more tech levels (as in DevNull) but I think that will cause AI problems. If so I'd settle for boosting the amount of protection for each type of armor by 10-15%. This still leaves shields noticeably better for overall protection, but there are more shield-skipping weapons to balance that. Either way, I'd still like to eliminate Chemistry as a prereq, making it much easier to research armor early.

All IMHO, of course.

[ August 03, 2003, 17:50: Message edited by: Sir Whiskers ]
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  #7  
Old August 3rd, 2003, 10:30 PM

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Default Re: SE4 Stock Balance Mod

rollo, im sorry if thats how it seems, didnt mean to i just remember all the worries from the patch times, i think its a little unneccessary. Your advice is always welcome.
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