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CA Balance Fri, 09 April 2004 12:20 Go to next message
mlaub is currently offline mlaub

 
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Just thought of a way to balance CA's, at least more so than now (someone probably thought of this). Maybe this could be added to the list of future possibilities in Freestars...

Anyway, take away CA instaform, *and* the ability to terraform via Q (which isn't a possibility now). Only OA's could terraform their planets, and limit it. Say...2% per turn on a red world, and 4% a turn on a green world.

That would effectively cut *way* back on the late game molasses effect of a CA with TT +30.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: CA Balance Fri, 09 April 2004 12:34 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Actually, I think the simple way to balance CA is just to remove the instant terraform. I do not see any problem with CA's being able to terraform with orbital adjusters as much as they please.

Terraforming for the CA should be 25% cheaper (just as starbases are cheaper for IT, mass drivers cheaper for PP and weaps cheaper for WM's). The resource point cost for CA can be adjusted to provide the negative aspect of being CA, or, something like smart bombs dropped on CA's could do more damage than if dropped on other races - (like the mass packet detriment to IT's). These options provide a balancing negative to being CA.

Additionally, the orbital adjuster module can be more expensive to build - this also helps balance the race better.

My my 2 cents worth.

Ptolemy

A note for Freestars - A would like to see us at least remove the instant terraform for CA's in Freestars and simply make terraforming cheaper for CA's since this is the item that overbalances the CA the most. Though Freestrs is to be a clone of Stars! there is no reason we shouldn't make some improvements at the same time.


[Updated on: Fri, 09 April 2004 12:35]





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Re: CA Balance Fri, 09 April 2004 13:17 Go to previous messageGo to next message
Orca

 
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Ptolemy wrote on Fri, 09 April 2004 12:34

Actually, I think the simple way to balance CA is just to remove the instant terraform. I do not see any problem with CA's being able to terraform with orbital adjusters as much as they please.


Removing instaforming will be fairly easy using the racefile defs. I'd also want to increase the remote terraformer cost - given their abilities, they don't really cost enough early on.

But it's nothing that's going to require any coding change.



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Re: CA Balance Fri, 09 April 2004 13:26 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Actually removing the instant terraform probably saves us some coding.. Adjusting the OA cost is simply changing the value of a constant. IMO. CA is the only race that really needs to be adjusted.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: CA Balance Fri, 09 April 2004 14:23 Go to previous messageGo to next message
Orca

 
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The ability will be there, it's just a matter of turning it on/off in the race defs. Or giving it to other races. Or whatever you want...


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Re: CA Balance Sat, 10 April 2004 07:45 Go to previous messageGo to next message
Carn is currently offline Carn

 
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I have an idea to balance CA without changing rules or gameplay much and one, that can already be tested in current Stars!.
General opinion seems to be that CA is best in resource production and JOAT is second, though some way of. So by increasing max population
a PRT gets better and decreasing max pop make it worse.
Now here is my guess: If max pop of CA is reduced by 10%, meaning 900000 on 100% world, it is roughly equal to other PRTs, especially JOAT.
Big advantage of this idea is, that unlike removing instaforming it can be tested, because 1200000/900000=1.33 is nearly the same as 1320000/1000000=1.32.
The test would consist of making a useful CA race without OBRM and only a few points left(best 0) dedicated to defenses. Then create a useful
JOAT race of same style(HP,-f,HG,...) without OBRM and few(better 0) points left for defenses. Now switch OBRM on and don't use the points. The CA race is only
allowed to use mini miner hull and con2 elec1 miner(and alien miner).
Though both races will perform poorer than normal races, their relative performance to each other will roughly be the same as if
CA had the disadvantage of 10% less pop and no design restrictions.

So all you need, to find out whether my guess is correct, are some duel- and testbed-junkies/experts willing to try that.

Carn

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Re: CA Balance Sun, 11 April 2004 14:48 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Allowing instaforming to be in or not is a code change, however not a big one and CAs are overpowered IMO, so it's worth it.

ARs are not clearly the weakest PRT, PPs might be however...

Modifying their abilities and costs should be possible with only a config file change (once we get everything done)



- LEit

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Re: CA Balance Mon, 12 April 2004 11:12 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Carn wrote on Sat, 10 April 2004 06:45


Now here is my guess: If max pop of CA is reduced by 10%, meaning 900000 on 100% world, it is roughly equal to other PRTs, especially JOAT.



Nice idea. However, I'm sure it would only trim them back at the start of a game. In the endgame, their power would be near what it is now. The problem is not resources. The problem is instant resources/minerals through *instaforming*.

Even a single-immune TT non-CA race takes forever to terraform a yellow planet to max green. We are talking about 10+ years for most planets, vs a CA which gets it instantly. Reducing the resources won't change this. The one time I played a CA (Last year) my resource count was just silly. IIRC, I hit +300K@ Y2500... I couldn't use all my resources, because of the fleet limits, as it was. Very doubtful that 10% less would have made the slightest difference, and I was running a HG with 12/9/10 for factory settings!

-Matt




[Updated on: Mon, 12 April 2004 11:13]




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Re: CA Balance Mon, 12 April 2004 11:23 Go to previous messageGo to next message
Orca

 
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LEit wrote on Sun, 11 April 2004 14:48

Allowing instaforming to be in or not is a code change, however not a big one and CAs are overpowered IMO, so it's worth it.

ARs are not clearly the weakest PRT, PPs might be however...

Modifying their abilities and costs should be possible with only a config file change (once we get everything done)


Looking at the racial traits definition, instaforming is the only PRT trait I can think of at the moment that isn't a node. Time for <Instaforming>true</Instaforming>? Smile



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Re: CA Balance Tue, 13 April 2004 15:11 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Kotk wrote on Mon, 12 April 2004 10:32

I have wondered... the algorithm for current race wizard is quite unknown, isnt it?

Will it be reverse engineered to be exactly the same?



Yes, it is quite unknown.
I doubt we'll be able to duplicate it.
If some one wants to try get some formulas that get close, I'd appreciate it.
If not, I'll probably just make something up when I get to that point.



- LEit

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Re: CA Balance Tue, 13 April 2004 15:42 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Well Leit,
We can use a simple 'count' approach. Sit with the race wizard and play with it for several hours recording all possible changes of LRT's with each PRT and record the results. It is time consuming but it is certainly doable. I do not think that the original Stars! used an algorithm for this - I think it simply assigned dynamically modified values from constants.

Ptolemy




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Re: CA Balance Tue, 13 April 2004 20:13 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Ptolemy wrote on Wed, 14 April 2004 05:42

Well Leit,
We can use a simple 'count' approach. Sit with the race wizard and play with it for several hours recording all possible changes of LRT's with each PRT and record the results. It is time consuming but it is certainly doable. I do not think that the original Stars! used an algorithm for this - I think it simply assigned dynamically modified values from constants.


This is even more time consuming than it looks - Some of the LRT costs are dependent upon other RW settings (e.g. TT cost alters with your hab settings and growth rate, as well as being influenced by PRT and other LRT choices... Sad )

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Re: CA Balance Tue, 13 April 2004 20:20 Go to previous messageGo to next message
Orca

 
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Ptolemy wrote on Tue, 13 April 2004 15:42

Well Leit,
We can use a simple 'count' approach. Sit with the race wizard and play with it for several hours recording all possible changes of LRT's with each PRT and record the results. It is time consuming but it is certainly doable. I do not think that the original Stars! used an algorithm for this - I think it simply assigned dynamically modified values from constants.


The entire Stars! race wizard (in particular hab!) looks like a series of lookup tables. And there are interactions between hab, certain LRTs (TT in particular), and growth - at minimum. Quite frankly, duplicating it completely would be an enormous PITA unless we could get those race point totals...anybody willing to volunteer for this rather mind-numbing work? I remember trying to map even single hab variables onto some kind of a formula and seeing all *kinds* of weird discontinuities and weirdness.



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Re: CA Balance Tue, 13 April 2004 21:19 Go to previous messageGo to next message
True-Chaos

 
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It would most likely be faster (and more interesting...) to try and get that information directly from the exe, then to do that... Rolling Eyes

Actually I was going to voluteer to do that until I thought above the Hab-Growth-TT thing Confused


[Updated on: Tue, 13 April 2004 21:25]




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Re: CA Balance Tue, 13 April 2004 21:33 Go to previous messageGo to next message
multilis is currently offline multilis

 
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I've been playing a bit with the race wizard...

I think there is some underlying formula to much of it, could be simulated with an excel spreadsheet, including some IF functions (if TEST use A otherwise B, '?:' in c++).

Original race differences in points seems fixed which could be a vlookup() function in excel.

IMO we make an excel spreadsheet, post it in a public place and let everyone poke around with improvements to get the numbers closer.


[Updated on: Tue, 13 April 2004 21:57]

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Re: CA Balance Wed, 14 April 2004 02:02 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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I wonder if Jeff might be coaxed into helping with this specific piece of information (unfortunatly he's probably not legally permitted to do this though, but it's got to be worth asking.)

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Re: CA Balance Thu, 15 April 2004 01:12 Go to previous messageGo to next message
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How about instead of trying to remove CAs strength (which is a pretty cool feature) they are instead given a corresponding weakness. Like how about all CA hulls cost 40% more to build.

Ozone

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Re: CA Balance Thu, 15 April 2004 11:10 Go to previous messageGo to next message
Orca

 
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Ozone wrote on Thu, 15 April 2004 01:12

How about instead of trying to remove CAs strength (which is a pretty cool feature) they are instead given a corresponding weakness. Like how about all CA hulls cost 40% more to build.

Ozone


No balance changes are planned for version 1, though it'd be cake to alter the PRT's (mixing and matching abilities) without code changes. Having hulls cost 40% more would be a simple change to the Racial Traits definition file.



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Re: CA Balance Thu, 15 April 2004 12:30 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Ozone wrote on Thu, 15 April 2004 00:12

How about instead of trying to remove CAs strength (which is a pretty cool feature) they are instead given a corresponding weakness. Like how about all CA hulls cost 40% more to build.

Ozone


It is easier to modify the over-balancing trait. Plus, simply adding a hull weakness does not address the issue at hand. Nor would it make the race easy to play. In fact, that change would essentially make the race a paper tiger until it has the +20 terra. Worse than an AR...I'd bet.

-Matt



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Re: CA Balance Fri, 16 April 2004 02:25 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Why not just remove instaforming altogether? They can just build lots of OA's and use them for themselves.

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Re: CA Balance Fri, 16 April 2004 04:23 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Coyote wrote on Fri, 16 April 2004 07:25

Why not just remove instaforming altogether? They can just build lots of OA's and use them for themselves.

I think somebody else thought that wouldn't slow them down enough.
However, I'm with you. I'm pretty sure it would have a dramatic effect. We all know how a small effect can compound into a large one after a few years.
Early on it would be difficult to build more than a few OA ships
as well as all the other early shipping.

Must be easy to test. Have a CA feed OAs to a test race in a testbed. The test race feeds equal resource ships back to the CA in order to simulate building the OAs.
Would WM or SS be most suitable (most like CA) ?
All the other races seem to have major differences.

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Re: CA Balance Tue, 08 March 2005 13:00 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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mazda wrote on Fri, 16 April 2004 04:23


I think somebody else thought that wouldn't slow them down enough.



I don't think it does. That's why I'm thinking of limiting OA terraform to say 2-4% per turn and 1/2 that for offensive remote terraforming (in my mod).

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Re: CA Balance Tue, 08 March 2005 13:08 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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Orca wrote on Tue, 13 April 2004 20:20

The entire Stars! race wizard (in particular hab!) looks like a series of lookup tables. And there are interactions between hab, certain LRTs (TT in particular), and growth - at minimum. Quite frankly, duplicating it completely would be an enormous PITA unless we could get those race point totals...anybody willing to volunteer for this rather mind-numbing work? I remember trying to map even single hab variables onto some kind of a formula and seeing all *kinds* of weird discontinuities and weirdness.


It's not a lookup table, but you'd be forgiven for thinking so! Smile The race wizard is based on a series of formulas. The problem is that it isn't linear, for example PGR between (say) 0-6% gives points at a certain rate per 1%. But some costs e.g. at 19% (from memory) are hard-coded.

Also, there are interactions between things (I think fact. eff. and # factories from one).

I was looking at race wizard with a view to reimplementing it but there's a lot of work to capture everything.

I also thought of mathematically determining optimum factory settings etc. for cost Razz

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Re: CA Balance Tue, 08 March 2005 13:12 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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I agree that getting rid of instaforming would have a dramatic effect on CA. If tests were to show that just the instaforming removal didn't quite slow down CA enough then the next step is to modify the OA. First, the OA tech levels could be made higher - then, the module cost can be adjusted. I'm sure that the combination of these factors would be sufficent to balance CA.

Ptolemy




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Re: CA Balance Fri, 18 March 2005 22:41 Go to previous message
PricklyPea is currently offline PricklyPea

 
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Ptolemy wrote on Tue, 08 March 2005 13:12

I agree that getting rid of instaforming would have a dramatic effect on CA. If tests were to show that just the instaforming removal didn't quite slow down CA enough then the next step is to modify the OA. First, the OA tech levels could be made higher - then, the module cost can be adjusted. I'm sure that the combination of these factors would be sufficent to balance CA.

Ptolemy



My first stab at this has been completed. Check out the VML forum and look at my mod. Hopefully once people have played it a bit, some of the flaws will show and will give some idea of where to go next.

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