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July 30th, 2003, 07:45 PM
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National Security Advisor
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by LGM:
How can a SEIV diety be of questionable existence? They grant a definate tangible benefit that can be proven statistically. Or do players with the Talisman just think they are better of and non of the stuff really works.
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Not to get too deep into it, but by your original comment that it does not make sense that a blessed ship is easier to hit you sort of took the discussion out of the realm of purely discussing it on SE4 terms. Loser appears to be simply discusing it with you on the same terms you moved it to there of a reality argument. If you want to keep it strictly in the realm of an SE4 debate then all you need for the talisman ship to incur a defense penalty is a suitably worded description. His comment about them being sensitive to combat manuvers will do as well as any other. It doesn't have to "make sense", if we are speaking strictly in SE4 game terms.
Geoschmo
[ July 30, 2003, 18:46: Message edited by: geoschmo ]
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July 30th, 2003, 08:18 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Pulling out the quantum reactor ability is a pretty big change.
Setting the cost down to a relatively small amount, and perhaps reducing its size to 10kt would make the AI vs Humans use of the QR fairer with a minimum of AI side effects.
And I'd have to agree that Talisman and Realism don't mix  Anything goes for something like that.
[ July 30, 2003, 19:21: Message edited by: Suicide Junkie ]
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July 30th, 2003, 09:15 PM
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Captain
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
How about The Hyper-optics/Anti-cloak sensors?
Perhaps a larger cost or size for non-racial sensors?
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I posted this once before but I got no comments for it:
Temporal/Psychic: half the size and costs -> 20kT and 750/0/250
Hyper Optics: double the cost (3000/0/1000)
Gravitic sensor: no changes
Tachyon sensor: level 3 tachyon sensor scanning level from 4 to 5 -> the only sensor which see through the red system-wide storm. Level 5 scanner will also see mines though in their description says it prevents level 5 scans. Perhaps mines' cloaking should be rised.
Btw supply storage, ship training and one-resource bonus facilities should removed from unsorted issues.
What if the ship training facility is changed to system wide and only 1% per turn at every level? Only max training increases.
These are also posted before but I think they're ignored If they're poor suggestions I'd like to even hear it.
- To hit modifiers to weapon description (one dummy-ability which describes the modifier)
- Citizen Databank Complex and System Citizen Databank: intelligence 1 for tech area required (when playing without intelligence those facilities won't appear then)
- Medical Lab: prevents level 1/3/5 plagues instead of 1/2/3
EDIT: This message appeared to be my 200th post 
[ July 30, 2003, 20:18: Message edited by: Asmala ]
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July 30th, 2003, 11:29 PM
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Corporal
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
Increase range of WMG & HEM to 10
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What about the mental singularity generater (MSG)? It is definitely the same type of weapon as those two.
And I still think the following mentioned earlier is a trivial change to help future AI's:
Add a second dummy ability to Resupply Depots to enable them to be called for in both a system wide capacity and a individual planet capacity.
Rollo, SJ, PvK, what do you think of this change?
[ July 30, 2003, 22:39: Message edited by: cybersol ]
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July 30th, 2003, 11:41 PM
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Second Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by LGM:
Make Ship defense penalties graduated: Cruisers 0%, Battle Cruisers 10%, Battleships 20%, Dreadnaughts 30%, Baseships 40%.
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The best thing, IMO, is what I've done with Small Ships -- pick a mass that gets a 0% defense bonus/penalty -- let's say the Light Cruiser, at 400kT. Then decide what interfal of mass (50kT works) gets what % ECM modifier (5% or 10% might work).
So a 300kT Destroyer would get a +10% or +20% ECM bonus; a 500kT Cruiser would get -10% or -20%.
At the extreme ends, the Escort (150kT ... three mass incremetns underweight) gets a +15% to +30% defense bonus; the Dreadnought, at 1000kT, is 600kT "overweight", earnign it a -60% or -120% defense penalty, and the Baseship (at 1500kT) is 500kT evewn MORE overweight, giving it a -110% or -220% defense penalty.
The benefits of this are that it's intuitive and follows a pattern. The actual modifier per mass-increment can be altered for certain classes of ship (i.e., all transports may have a worse ECM modifier ... all carriers may have a better ECMmodifier than their mass might otherwise indicate ... etc).
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July 30th, 2003, 11:50 PM
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Shrapnel Fanatic
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Re: SE4 Stock Balance Mod
Quote:
Add a second dummy ability to Resupply Depots to enable them to be called for in both a system wide capacity and a individual planet capacity.
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I'm sure you can call for resupply depots on any planet you feel like.
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?
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July 31st, 2003, 12:07 AM
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Brigadier General
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Re: SE4 Stock Balance Mod
[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?
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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.
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