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SEAW Mod discussion with SPOILERS
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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri Oct 31, 2014 12:42 am    Post subject: Reply with quote

I haven't looked through all of components yet, but I jotted down a few observations about what I have looked at.

-=-Armor
-Midnight armor
20kt, 60+L(Cool*13 = 60 to 151

kinda weak structurally, especially for something that is hard to research

-stealth
20kt, 100+L(11)*10 = 100 to 200

-heavy
20kt, 120+L(20)*20 = 120 to 500

Heavy is not only far stronger but far cheaper. not sure it matters much.

-=-cloaking device
what the what? What is that "Space Taken" formula supposed to do?

-=-Mine Layer
Does the population -loyalty modifier actually work?
And -war tolerance?


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Sun Nov 02, 2014 1:09 am    Post subject: Reply with quote

and a few thoughts on weapons...

First a few techs for comparison purposes...
-=-crystal stuff
-shard cannon (Skips armor)
total cost: 50+L(16)*10 + 100+L(16)*20 = 150 to 600
average damage: 20+L(16)*4 = 20 to 80
Sup/Ord: 4/6
fire rate 2
DPS: 10 to 40
cost per DPS: 15

-Crystalline Torpedo(Skips armor)
total cost: 110+L(20)*10 + 315+L(20)*15 = 425 to 900
average damage: 36+L(20)*6 = 36 to 150
Sup/Ord: 10+L(20) / 13+L(20)*2 = 10 to 29 / 13 to 51
fire rate 4
DPS: 9 to 37.5
cost per DPS: 47.2 to 24

-High-Energy Magnifier
cost: 200+L(11)*20 + 400+L(11)*40 = 600 to 1200
damage: 200+L(11)*20 = 200 to 400
Sup: 24+L(11)*3 = 24 to 54
fire rate: 3
DPS: 66.7 to 133.3
CDPS: ~9

-=-Organic stuff
-Electric Discharge (double damage to shields)
cost: 100+L(11)*5 + 20+L(11)*2 = 120 to 190
damage: 21+L(11)*3 = 21 to 51
Sup: 4+L(11)/3 = 4 to 7
fire rate 2
DPS: 10.5 to 25.5
CDPS: 11.4 to 7.4

-Lightning Ray (double damage to shields)
cost: 200+L(6)*20 + 50+L(6)*10 = 250 to 400
damage: 52+L(6)*4 = 52 to 72
Sup: 5
fire rate 2
DPS: 26 to 36
CDPS: 9.6 to 11.1

-Seeking Parasite
cost: 55+L(20)*5 + 370+L(20)+20 + 55+L(20)*5 = 480 to 1050
damage: 75+L(20)*15 = 75 to 360
Sup/Ord: 12+L(20) / 15+L(20)*2 = 12 to 31 / 15 to 53
fire rate 4
DPS: 18.75 to 90
CDPS: 25.6 to 11.7

-=-generic
-Depleted Uranium Cannon
cost: 100+L(11)*10 + 30+L(11)*2 = 130 to 250
damage: 30+L(11)*6 = 30 to 90
Sup/Ord: 4 / 5+L(11) = 4 / 5 to 15
fire rate 2
DPS: 15 to 45
CDPS: 8.7 to 5.6

-Capital Ship Missile
cost: 400+L(11)*25 + 100+L(11)*20 = 500 to 950
damage: 100+L(11)*20 = 100 to 300
sup/ord: 7 / 10+L(11)*2 = 7 / 10 to 30
fire rate 5
DPS: 20 to 60
CDPS: 25 to 15.8

^^those are here just for comparison purposes^^

-Quantum Torpedo
cost: 400+L(6)*20 + 400+L(6)*20 = 800 to 1000
damage: 190+L(6)*10 = 190 to 240
sup/ord: 15+L(6)*3 / 20+L(6)*2 = 15 to 30 / 20 to 30
fire rate 4
DPS: 47.5 to 60
CDPS: 16.8 to 16.7

NOTE: this one is odd since it benefits so little from research, the demo weapons go up by 300 or 400%, this goes up by a little over 25%...

-Gamma Pulse Torpedo (Skips all shields)
cost: 300+L(6)*30 + 450+L(6)*30 = 750 to 1050
damage: 100+L(6)*10 = 100 to 150
sup/ord: 15+L(6)*3 / 15 = 15 to 30 / 15
fire rate 4
DPS: 25 to 37.5
CDPS: 30 to 28

NOTE: hunh, this one at least goes up 50%... Razz

-Ripper Beam
cost: 200+L(11)*10 + 100+L(11)*10 = 300 to 500
damage: 70+L(11)*4 = 70 to 110 (+6 if Borg)
sup: 6+L(11)*2 = 6 to 26
fire rate 2
DPS: 35 to 55 (+3 if Borg)
CDPS: 8.6 to 9.1 (7.9 to 8.6)

-Incinerator Beam
cost: 500+L(6)*20-B(6)*30 + 350+L(6)*20 = 850 to 1050 to 900
damage: 250+L(6)*15 = 250 to 325 (+22.5)
sup: 25+L(6)*4 = 25 to 45
fire rate: 4+B(6)*.1 = 4 to 4.6
DPS: 62.5 to 81.25 (68.1 to 86.9) / 54.3 to 70.65 (59.2 to 75.5)
CDPS: 13.6 to 12.9 / 14.4 to 11.9

note: is it intentional for the fire rate to go UP for Borg? It actually reduces the DPS to be Borg.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Sun Nov 02, 2014 3:04 am    Post subject: Reply with quote

-=-SEAW weapons
-High Energy Laser
cost: 750+L(11)*30 + 120+L(11)*10 + 250+L(11)*20 = 1120 to 1720
damage: 79.5+L(11)*7.5 = 79.5 to 154.5
sup: 23+L(11)*3 = 23 to 53
fire rate 4.5
DPS: 17.66 to 34.33
CDPS: 63.4 to 50.1

note: I generally dislike wepaons that can only be used in limited numbers, it makes ship design awkward...
NOTE2: your description ("inefficient") is apt... I'd only use these if I had nothing else that could crack my enemy's armor...

-Reserve Phaser-1

Note: I'm not sure how to evaluate the damage formula on this...
NOTe2: or the other phasers...
NOTE3: or photons... what do the MAX and POWER functions do?

-=-shields
-Deflector Screen
cost: 75+L(10)*10 + 40+L(10)*8 = 115 to 277
shield: 70+L(10)*10 = 70 to 160
regen: 4+L(10)/2 = 4 to 10
CPS: 1.6 to 1.7

note: I'm pretty sure it was pointless to use trunc in the space taken formula. I'm pretty sure the game automatically truncates the result

-Shield Generator
cost: 100+L(16)*20 + 50+L(16)*10 = 150 to 600
shield: 200+L(16)*20 = 200 to 500 (+85 if Borg)
regen: 1+L(16)/4 = 1 to 5 (+5 if Borg)
CPS: .75 to 1.2 (.52 to 1.02)

NOTE: wow... deflectors are cheap junk by comparison... :/


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Sun Nov 02, 2014 2:55 pm    Post subject: Reply with quote

marhawkman wrote:
I haven't looked through all of components yet, but I jotted down a few observations about what I have looked at.

-=-Armor
-Midnight armor
20kt, 60+L(Cool*13 = 60 to 151

kinda weak structurally, especially for something that is hard to research

-stealth
20kt, 100+L(11)*10 = 100 to 200

-heavy
20kt, 120+L(20)*20 = 120 to 500

Heavy is not only far stronger but far cheaper. not sure it matters much.

-=-cloaking device
what the what? What is that "Space Taken" formula supposed to do?

-=-Mine Layer
Does the population -loyalty modifier actually work?
And -war tolerance?


Oh wow, you weren't kidding about getting in and analyzing.

===========
Editing in

I missed the cloak question.
Cloaking devices vary in size. Romulan is smallest, then Gen'l Trek & Klingon, then everyone else. ...I think. I haven't double-checked. Cloak research also opens up earlier for Romulan & Klingon.
===========


The idea on stealth & midnight armors is that they give cheapo slap-on cloaking, so they don't protect very well. I suppose I could bump up the structure a little. That'd help the AI since I don't think my scheme to get AIs to cloak has much chance of working.

The -loyalty and -war tol. show up as abilities on the left side of the screen. I suspect they actually work. My pop is fairly touchy giving me "upset" events in my test game, for the least little thing. Anything more than a loss of a couple of ships, and there's a good chance they'll complain.

Okay, increasing structure starting values
Stealth Armor: 180
Midnight Armor: 140
Scattering Armor: 170

marhawkman wrote:
and a few thoughts on weapons...

-Quantum Torpedo
cost: 400+L(6)*20 + 400+L(6)*20 = 800 to 1000
damage: 190+L(6)*10 = 190 to 240
sup/ord: 15+L(6)*3 / 20+L(6)*2 = 15 to 30 / 20 to 30
fire rate 4
DPS: 47.5 to 60
CDPS: 16.8 to 16.7

NOTE: this one is odd since it benefits so little from research, the demo weapons go up by 300 or 400%, this goes up by a little over 25%...

Okay, I just left what I had from Balance Mod, I think. It is looking weak.

Think I'll try subtracting 10 from starting dmg values, but then increasing by 21 per level. Also reducing size to 35kt (but no change to structure). It won't be killer that way, but somewhat better.

One of the purposes it serves is to give Starfleet a true "seeker" other than the AQMs.

Since non-Trekcivs can get Quantums via "Torpedo Weapons", I don't want to risk over-powering them.
Quote:

-Gamma Pulse Torpedo (Skips all shields)
cost: 300+L(6)*30 + 450+L(6)*30 = 750 to 1050
damage: 100+L(6)*10 = 100 to 150
sup/ord: 15+L(6)*3 / 15 = 15 to 30 / 15
fire rate 4
DPS: 25 to 37.5
CDPS: 30 to 28

NOTE: hunh, this one at least goes up 50%... Razz

-Ripper Beam
cost: 200+L(11)*10 + 100+L(11)*10 = 300 to 500
damage: 70+L(11)*4 = 70 to 110 (+6 if Borg)
sup: 6+L(11)*2 = 6 to 26
fire rate 2
DPS: 35 to 55 (+3 if Borg)
CDPS: 8.6 to 9.1 (7.9 to 8.6)

-Incinerator Beam
cost: 500+L(6)*20-B(6)*30 + 350+L(6)*20 = 850 to 1050 to 900
damage: 250+L(6)*15 = 250 to 325 (+22.5)
sup: 25+L(6)*4 = 25 to 45
fire rate: 4+B(6)*.1 = 4 to 4.6
DPS: 62.5 to 81.25 (68.1 to 86.9) / 54.3 to 70.65 (59.2 to 75.5)
CDPS: 13.6 to 12.9 / 14.4 to 11.9

note: is it intentional for the fire rate to go UP for Borg? It actually reduces the DPS to be Borg.


Yeah, the Borg version has more crunch power, but does less damage over time. This 1. gives the player something more to factor into decisions, and 2. helps diminish the Borg advantages through the mid game.

Borg start very tough, but have to assimilate to grow. Their mid game tech isn't supposed to be strong, so others get a chance to catch up. They get more goodies in the very late game, intended for a final advantage over most.

marhawkman wrote:
-=-SEAW weapons
-High Energy Laser
cost: 750+L(11)*30 + 120+L(11)*10 + 250+L(11)*20 = 1120 to 1720
damage: 79.5+L(11)*7.5 = 79.5 to 154.5
sup: 23+L(11)*3 = 23 to 53
fire rate 4.5
DPS: 17.66 to 34.33
CDPS: 63.4 to 50.1

note: I generally dislike wepaons that can only be used in limited numbers, it makes ship design awkward...
NOTE2: your description ("inefficient") is apt... I'd only use these if I had nothing else that could crack my enemy's armor...

The main thing there is range. That puppy can reach out a good distance. A single WP with one won't do much, but you get 3 or 4 up and running, and they'll be noticed.

The Ph-4 will displace these lasers for Trek Civs, generally speaking, although those things are super drainy.

Quote:

-Reserve Phaser-1

Note: I'm not sure how to evaluate the damage formula on this...
NOTe2: or the other phasers...
NOTE3: or photons... what do the MAX and POWER functions do?

Yeah, things get cumbersome, for sure.

Max(a, b) returns the higher value. Min(a, b) returns the lower.
Power(a, b) raises a to the b-th power.

The Phasers have two damage formulas combined, and the higher value gets chosen. Thus they behave like SFC:EAW phasers, having high crunch power up close, but with damage dropping off rapidly out to mid range. From mid out to max range, they inflict fairly low damage.
Quote:
-=-shields
-Deflector Screen
cost: 75+L(10)*10 + 40+L(10)*8 = 115 to 277
shield: 70+L(10)*10 = 70 to 160
regen: 4+L(10)/2 = 4 to 10
CPS: 1.6 to 1.7

note: I'm pretty sure it was pointless to use trunc in the space taken formula. I'm pretty sure the game automatically truncates the result

Maybe. I just don't take many chances. There's enough already to test and fix.

Quote:

-Shield Generator
cost: 100+L(16)*20 + 50+L(16)*10 = 150 to 600
shield: 200+L(16)*20 = 200 to 500 (+85 if Borg)
regen: 1+L(16)/4 = 1 to 5 (+5 if Borg)
CPS: .75 to 1.2 (.52 to 1.02)

NOTE: wow... deflectors are cheap junk by comparison... :/


Deflectors are cheap & early. Still they're useful to research. They have sweet regen, and WPs cannot equip shields. Proper shields come a little later than in Balance Mod. It's a bit of a gamble researching the DS deep, but it doesn't hurt too much, since you'll always be using the DS on at least a few things.

Deflectors are also smaller. Oh, and small deflectors can fit on fighters which might not carry small shields. I think overall the deflectors came out about right. If they were much better, there'd be less push to get true shields.

I suspect some may disapprove, but the normal shields perform better than phased shields. Unless you need the phased variety, you should go with normal.

Evaluating phasers on paper may prove difficult, since their peak damage rates only apply at point blank. You pretty well have to select a range, and then calculate damages for a sampling of different levels.

The versatility of phasers can't easily be factored in, either. The PDA Ph-2 has accuracy issues, and isn't very reliable without good combat sensors, but set up right, it can nail seekers. The PDA Ph-1 works well against fighters, usually. Accuracy can be an issue, but when it hits, it does a number on 'em. Choosing the Reserve versions reduces safety, but also reduces power consumption.

Now in case anyone's worried, when phasers max out, they will inflict good damage out to mid range. They become very dangerous. As has been noted, they drain a whole lot of power.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Nov 03, 2014 12:17 am    Post subject: Reply with quote

Hmm... interesting. I still haven't figured out exactly what all you did with your tech tree. Some of your requirement descriptions are beyond vague... "Must clear requirements"? WHAT REQUIREMENT!? Razz I can figure it out by reading the files but... even then it's not easy.

Btw... what DOES "Tech level <> 1" actually DO? Err... why not just go with >1?


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Mon Nov 03, 2014 8:22 am    Post subject: Reply with quote

marhawkman wrote:
Hmm... interesting. I still haven't figured out exactly what all you did with your tech tree. Some of your requirement descriptions are beyond vague... "Must clear requirements"? WHAT REQUIREMENT!? Razz I can figure it out by reading the files but... even then it's not easy.

Btw... what DOES "Tech level <> 1" actually DO? Err... why not just go with >1?


"Must clear requirements," and similar descriptions are used when the requirements are too complex to summarize in a short space.

"<>" means 'is not equal to'. The equivalent would be
(Tech level > 1) or (Tech level < 1)

The requirement can be met if the tech level is zero, or if it is greater than one.

Here's the first example found in the techs:

Code:
Requirement 2 Formula                           := ((( Get_Empire_Tech_Level("Romulan Avian Studies") < 1) or ( Get_Empire_Tech_Level("Romulan Avian Studies") > 2)) and ( Get_Empire_Tech_Level("Dino Dynamics") <> 1))


Now if I employed simply "> 1" there, nobody but the Gorn would ever be able to meet the requirement, since it is preceded by 'and'.

What that's doing is saying "You can either not have 'Dino Dynamics' or have it, and research it to level two."

Each Trekciv has its own requirement to research its Trektech before it can unlock "Warp Propulsion". The Romulans have to go deep since Treklore and SFC are full of "pre-warp" Romulan ships. It also balances against their cloaking advantages. The Borg also have to go deep to unlock warp, as a matter of balance, and probably for some other reason I'm not remembering just now.

Here's how it works out:

Non-Trekcivs, Klingons, Starfleet - Just the Technobabble requirement
Gorn - Lv 2 Dino Dynamics
Hydrans - Lv 2 Hydran Hybrids
Romulans - Lv 3 Romulan Avian Studies
Borg - Lv 4 Borg Spacefaring Technology

There's no easy way to condense all that down into a blurb for the description. That's my excuse Laughing


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Mon Nov 03, 2014 4:38 pm    Post subject: Reply with quote

Well... here's how I did Biquadseptium in Warp 10:
Code:
Requirement 2 Description                       := Empire must have found Element 247 or be either Species 8472, Acamarian, or Orion.
Requirement 2 Formula                           := iif( Empire_Has_Found_Unique_Discovery(5) AND Get_Empire_Tech_Level("Armor") >= 10, TRUE, iif( Empire_Has_Racial_Trait("8472") AND Get_Empire_Tech_Level("Armor") >= 10, TRUE, iif( Empire_Has_Racial_Trait("Acamarian") AND Get_Empire_Tech_Level("Armor") >= 15, TRUE, iif( Empire_Has_Racial_Trait("Orion") AND Get_Empire_Tech_Level("Armor") >= 15, TRUE, FALSE))))

It's basically a set of nested OR and AND operators.

for descriptions it's good to remember that the text box in game is large enough for a small paragraph.

Forgot to mention earlier:
maybe change the formula for the Borg Ripper/incinerator so that instead of a flat damage bonus, Borg get more per level upgrade?

Why did you feel the need to use formulas with powers of numbers like 1.9505226? (not a number I copied from anything, just random numbers as an example) It just seems like the hard way...

For me, I generally balance the damage of weapons that decrease over range by their mid point. Or at least for weapons that have a smooth drop off... I once programmed a torpedo that has semi-reliable damage at close range, but the min damage drops to zero at mid range. That was easy though.
Code:
Weapon Space Min Damage Modifier Formula        := (60 + (([%Level%] - 1) * 2)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(180, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(180, (([%Level%] - 1) * 20) + 80), 10000, 0)
Hehe, it's not complicated, but it's amusing.

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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Tue Nov 04, 2014 10:50 am    Post subject: Reply with quote

marhawkman wrote:
Well... here's how I did Biquadseptium in Warp 10:
Code:
Requirement 2 Description                       := Empire must have found Element 247 or be either Species 8472, Acamarian, or Orion.
Requirement 2 Formula                           := iif( Empire_Has_Found_Unique_Discovery(5) AND Get_Empire_Tech_Level("Armor") >= 10, TRUE, iif( Empire_Has_Racial_Trait("8472") AND Get_Empire_Tech_Level("Armor") >= 10, TRUE, iif( Empire_Has_Racial_Trait("Acamarian") AND Get_Empire_Tech_Level("Armor") >= 15, TRUE, iif( Empire_Has_Racial_Trait("Orion") AND Get_Empire_Tech_Level("Armor") >= 15, TRUE, FALSE))))

It's basically a set of nested OR and AND operators.

for descriptions it's good to remember that the text box in game is large enough for a small paragraph.

Forgot to mention earlier:
maybe change the formula for the Borg Ripper/incinerator so that instead of a flat damage bonus, Borg get more per level upgrade?

Well, until I get the Borg working, and test them, it's hard to say if they'll need more help. I'll try to remember your suggestion when the time comes, if they test out too weak.

I think it'll be important for the other empires to be able to catch up to the Borg during the middle game. They have to start strong in order to get the assimilation ball rolling, so if things are going to be fair, they can't just have a big head start, and proceed from there. Somehow the brakes have to be applied a little. I honestly don't know if I achieved that or not. Borg tech is split in 3 instead of 2, and their techs are expensive to research. I think there's a chance of success there.

Even if I got things balanced for human players, I'm not confident I can teach the AI how to play Borg well. When I get that far, I guess I'll find out, but I expect the Borg to generally be weaker than others when under AI control.

Quote:
Why did you feel the need to use formulas with powers of numbers like 1.9505226? (not a number I copied from anything, just random numbers as an example) It just seems like the hard way...


Simple answer: I desired the game to be beautiful.

Somewhere in the notes, I think I explained about phi and Phi, a little. Humans, by design, find the Golden Ratio attractive. I needed an exponential increase for Trekciv weaponry, so it'll stay competitive in all stages of the game. Those numbers are roots of Phi. Some of the weapons I introduced will increase by Phi every 4 levels; some it takes 3 levels; and I believe one or two increase by Phi every other level.

Quote:
For me, I generally balance the damage of weapons that decrease over range by their mid point. Or at least for weapons that have a smooth drop off... I once programmed a torpedo that has semi-reliable damage at close range, but the min damage drops to zero at mid range. That was easy though.
Code:
Weapon Space Min Damage Modifier Formula        := (60 + (([%Level%] - 1) * 2)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(180, (([%Level%] - 1) * 10) + 40), 10000, 0)
Weapon Space Max Damage Modifier Formula        := (120 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(180, (([%Level%] - 1) * 20) + 80), 10000, 0)
Hehe, it's not complicated, but it's amusing.


I saw "* 0.00" and I was like "Why?" Then I remembered you need to have all the elements of a range formula if you want the game to handle things properly.

If I'm reading that right, you'd get wildly random results out at max range.

I think your "halfway" idea is a good compromise for estimating many a weapon. With the SEAW phasers, you might have to split it, and try something like 1/4 range and 3/4 range. The drop-off just isn't smooth.

I haven't been working on the AIs much. My test game has really bogged down; it's unlike previous tests. I think low-cost tech, combined with high starting tech and 3 homeworlds has skewed things quite a bit. Things got too advanced too fast. It doesn't help that 3 or 4 AIs are sharing tech.

I'm somewhat to blame too. I took opportunities to colonize distant systems, so my Romulans are all over the map. It's very difficult to organize things.

I need to play a few more turns at least. I made almost identical tweaks to both Klingon and Starfleet, in hull selection. Starfleet has begun using more Mirandas, as they should, but the Klingons haven't started using the K-D6 yet. The discrepancy seems likely to be attributable to the Klingons' recent discovery of Battleship hulls; once the AI gets satisfied it has enough of those built, it should go back to spreading things around. ...I hope!

No sign if mines or honchos being built by AIs either, and I increased "demand" rates for both throughout all AIs. I'm trying not to take total "baby steps", but it'd be easy to go overboard. Building too many of either is undesirable.

Speaking of mines, I'm liking the negative intel point (anti)bonus more than the other penalties. If mine penalties need to be increased, I think that's the best route. I suspect the loyalty penalty for deployed mines is not stacking, but I have not devoted time to systematically checking it. I get the impression the intel point penalty does stack.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed Nov 05, 2014 3:58 am    Post subject: Reply with quote

Well Borg I was thinking of making the bonus based on your tech level in Borg tech, perhaps +5 per level instead of a flat +22.5?

Still not sure about the idea of limiting a weapon to one per ship. Arpeegy did that in B5W and it made ship designs all sorts of awkward for some races. Although he kinda went over board and limited the numbers of most weapons.

and yeah, that transphasic torp I created has a min damage of 0 at long range and a max damage that is still potent. Actual damage? who knows... Razz oh and the *0 part of the calc is optional, it's the damage drop off over range, which this weapon lacks.

But yeah, the range is 80+20(L) for max range and 80+10(L) for min. it was originally a typo but I decided it was cool, and rebalanced it.


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Wed Nov 05, 2014 3:29 pm    Post subject: Reply with quote

marhawkman wrote:
Well Borg I was thinking of making the bonus based on your tech level in Borg tech, perhaps +5 per level instead of a flat +22.5?

Still not sure about the idea of limiting a weapon to one per ship. Arpeegy did that in B5W and it made ship designs all sorts of awkward for some races. Although he kinda went over board and limited the numbers of most weapons.

It's not been a problem for myself or the AIs. When you go to design a WP or Base, you just ask "Do I want a big gun?" If you do, you either add a Ph-4 or High Energy Laser. If it's a base, you try to remember to add some extra supply. Then carry on.

With the restriction, the result is SFC-style planet defenses. At most, there's going to be one Ph-4 per platform. Without the restriction, the Ph-4 might be broken. I don't know that I could keep the AI design scripts competent either, without considerable extra work.

On the Borg deal, I'm reluctant to give them any more help in the middle era, until we see what's what. They are monsters ("bosses", the kids would call 'em) in the early game, and have above-average goodies at the tail end also.

If it turns out the Borg need help, I'll probably go with your suggestion. I think the formulas would turn out cleaner, and I'm confident Incinerators will be popular choices among human players.
Quote:

and yeah, that transphasic torp I created has a min damage of 0 at long range and a max damage that is still potent. Actual damage? who knows... Razz oh and the *0 part of the calc is optional, it's the damage drop off over range, which this weapon lacks.

But yeah, the range is 80+20(L) for max range and 80+10(L) for min. it was originally a typo but I decided it was cool, and rebalanced it.

That thing's bound to be funny. Dicey as all get-out, and thus double-edged. When min damage is zero, average will just be half of the max. Trouble is: you can't count on it short-term, not from either side!

The big Romulan Type-R is sort of like that. Unless PD is obviously weak or obviously strong, you don't know when those big torps are going to score, and when they'll fail. Of course when they do score, they always pack a whollop.

I've about given up on working "in parallel" on the AIs. I made some progress at first, but aside from the Gorn, each one has its own quirks and special considerations. I've made a little progress on the Hydrans, and if their scheme for randomly researching the legacy hulls works out, I can copy it when I do the Romulans. As far as using hulls once they're available goes, I'm confident my new scheme will perform well.


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Fri Nov 07, 2014 7:08 am    Post subject: Something for me to do Reply with quote

Backtracking took a while, but it seems I never added instructions for the AI scripts to build Repair Dock facilities. I'll need to do that sometime. Ideally, I need to find and study Kwok's retrofit hub stuff. Those would be the best sites for adding the docks.

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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri Nov 07, 2014 5:24 pm    Post subject: Reply with quote

Hmm... I forgot to mention the WHY behind deciding I liked the random damage. It's a Transphasic missile. It uses the "Skips armor and shields" damage type.

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