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Unofficial patch... Sun, 12 February 2006 12:37 Go to next message
multilis is currently offline multilis

 
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I was browsing the internet, and noticed a certain game I used to play, age of wonders 2, had an "unofficial patch" that people switched to. (aow2.heavengames.com)

In the past they had mods, but it was interesting how people picked some conservative changes from mods to tune game a little in way that everyone liked.

It got me thinking again that if we all could agree on some small conservative changes to stars, we could do the same, call it an "unofficial patch" and everyone including autohost switch to it after testing.

I suggest if more than 2/3 of people like a change, we may throw it in after testing.


I personnally would like:

PP stronger (more points in racial wizard)
CA weaker (less points in racial wizard)
HE bit stronger (perhaps allowed 100/250 gates)

Reduced cost to armour (both in resources and minerals)

Tuning to make LRT OBRM less wanted and GR, BET bit more wanted. (RS would be affected by cost of armour reduction)

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Re: Unofficial patch... Sun, 12 February 2006 13:21 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
multilis wrote on Sun, 12 February 2006 18:37

I personnally would like:

PP stronger (more points in racial wizard)
CA weaker (less points in racial wizard)
HE bit stronger (perhaps allowed 100/250 gates)

Reduced cost to armour (both in resources and minerals)

Tuning to make LRT OBRM less wanted and GR, BET bit more wanted. (RS would be affected by cost of armour reduction)

I agree with anything you proposed Thumbs Up . It is somewhat boring to meet again and again the same 6 PRTs and 5 LRTs in almost every game.

However it seems not much of players are interested in changing the game. For a mod from PricklyPea there are only 2 or 3 races sent, and the game was anounced 3 weeks ago. Sad

BR, Iztok

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Re: Unofficial patch... Sun, 12 February 2006 15:20 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Three problems:

- Getting agreement on what patches are required. It is quite a big shift from one version of Stars! to more than one version as you just aren't going to get agreement on that on more than one or two changes - probably only universal agreement would be that CA is too strong, and JOAT with NAS is broken, and _maybe_ some PRTs, but no agreement how to fix them. Although if authost did switch to some patch and _only_ ran that version for new games, everyone would probably follow.

- For any change that alters executable code and isn't just a number change, patching the binary has a real risk of making the game buggy in some way - not all the code interactions are obvious.

- Because the server doesn't completely check the submitted turn files, I'g gues that there is a risk of some sort of problems if the patches in the server don't match the patches in the client.

It's still a good idea to come up with well thought out fixes for any balance problems - I'm really hoping that FreeStars will be out some day, and these sorts of ideas would be entirely appropriate for that for things that really needs fixing (although in most cases waiting until after version 1.0).

It's also worth noting that VML had a bit of a following for a while - but that was quite a radical set of changes.

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Re: Unofficial patch... Sun, 12 February 2006 16:21 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

Three problems:


1: I am suggesting conservtive changes that must can agree on. I am not claiming my list is the master list, but giving a starting point, and others and add to or prune till most of us agree. Anything we can't agree on isn't done.

2: "...and isn't just a number change" I am trying to stick to stuff that is numbers changes. So for example if giving HE 100/250 gates isn't just a simple flag, then we would do something different.

3: Just as official patches before, an agreement that we all switch to the latest "unofficial patch"

...

Quote:

but that was quite a radical set of change


And I am thinking that a modest set of changes and the understanding that this is for everyone rather than a fringe might make the patch fly.

Freestars isn't going to change the need for a debate, we either do it now or later. Anything we can improve now would be automatically there when/if freestars comes out.


[Updated on: Sun, 12 February 2006 16:22]

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Re: Unofficial patch... Sun, 12 February 2006 17:57 Go to previous messageGo to next message
Madman is currently offline Madman

 
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multilis wrote on Mon, 13 February 2006 10:21

1: I am suggesting conservtive changes that must can agree on. I am not claiming my list is the master list, but giving a starting point, and others and add to or prune till most of us agree. Anything we can't agree on isn't done.

That makes sense. We might find it's a very short or empty list by the time we intersect people's preferences, but that's fine.

Quote:

2: "...and isn't just a number change" I am trying to stick to stuff that is numbers changes. So for example if giving HE 100/250 gates isn't just a simple flag, then we would do something different.

Giving HE 100/250 gates won't be a simple flag, the others you suggested would be just numbers. There will be people though who claim they can safely change the code without any nasty side effects. I would not want to rely on that.

Quote:

3: Just as official patches before, an agreement that we all switch to the latest "unofficial patch"

The difference here is that with the official patches, there was checking in the code that the right version was being run. Depending on how that checking is done (hopefully it's just a version number stored somewhere), it might or might not be easy to get that behaviour out of an unoffical patch.

Quote:

Freestars isn't going to change the need for a debate, we either do it now or later. Anything we can improve now would be automatically there when/if freestars comes out.

I'd suggest that it changes the nature of the debate somewhat (particularly if there is no resolution to the serial# problem, such as re-availability or pooling, in which case Stars! is on the way out, and Freestars offers the only way forwards). There might be cases of "here's the change we can all agree we'd _like_ to make, but for the moment we'll have to make do with this one instead", or even "here's something we want to fix, but the only mechanisms we agree on are something we can't do within Stars!"


[Updated on: Sun, 12 February 2006 18:02]

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Re: Unofficial patch... Sun, 12 February 2006 18:16 Go to previous messageGo to next message
Madman is currently offline Madman

 
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multilis wrote on Mon, 13 February 2006 06:37

I personnally would like:

PP stronger (more points in racial wizard)
CA weaker (less points in racial wizard)
HE bit stronger (perhaps allowed 100/250 gates)

Reduced cost to armour (both in resources and minerals)

Tuning to make LRT OBRM less wanted and GR, BET bit more wanted. (RS would be affected by cost of armour reduction)


My my 2 cents (3c NZ after adjusting for exchange rate):

I agree with PP stronger and CA weaker. Ideally, I'd like to change the abilities rather than race wizard points, but race wizard points better than nothing.

I'd add MA and possibly UR as things that should be made cheaper (or possibly better in the case of MA - four times nearly nothing is still nearly nothing, no matter how cheap it is).

I'd like to see JOAT _pay_ points for NAS.

Armour I'd probably prefer to leave alone - sure it's costly, but it's needed middle game. I don't think there is a large imbalance there. I find myself taking RS less than half the time.

I don't have any strong opinions on HE, having never played it.

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Re: Unofficial patch... Sun, 12 February 2006 18:49 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

Giving HE 100/250 gates won't be a simple flag

Looking at the changes by mod from PricklyPea it may easy. I don't know.

Quote:

I'd like to change the abilities rather than race wizard points
Instaforming was turned off in last mod, imo part matter of what we can get most people to agree to.

Quote:

I'd add MA
I think our wars start quicker and end quicker then in times past so minerals don't run out anymore. Perhaps people want useful MA for earlier in game? Would help those trying to go -m.

Quote:

possibly UR
imo UR is underrated and IFE is overrated based on how people testbed.

Quote:

I find myself taking RS less than half the time.
Armour affects gating, battlespeed, (fuel consumption), who gets last move on battleboard and costs lots.

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Re: Unofficial patch... Mon, 13 February 2006 06:57 Go to previous messageGo to next message
Kotk

 
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HE is one of the strongest PRT-s, gadgets of HE are all good and its economy strenght is nice. Having no gates balances it OK. Old times before CA was added to PRT list HE was often banned from games. Rolling Eyes Maybe lets add 50/125 gate to them? "Settler gate"? Laughing WM is in way worse situation than HE i think.

What are wrongly done for me are the 3 PRTs without weaknesses: CA, JOAT and SD. How no weaknesses for most strong PRT-s? Also their RW cost is cheap. Surprised With JOAT i see it strange that NAS does not cost points or remove their penscanners. With CA i see it strange that OBRM does not cost points or remove their OA-s. With SD i would like to see something like Cruiser, BB and Nubian hull costs 30% more for them.

As for RS, i cant remember strong opponent without RS. Better shields means that most ships are better against missiles and deflected nub stack lasts longer. If to make armor just cheaper and lighter, then it maybe makes RS worth to consider-reconsider. Armor cant be made lot stronger, maybe 7%. For example superlatanium over 1600 dp makes RS Ultra or Deathstar with slot of these have funny armor values. That makes RS even more desirable. Wink

Side note ... lighter armour makes overcloakers harder to make for others but IS and SD and these two PRT-s are really strong enough. Wink


[Updated on: Mon, 13 February 2006 07:16]

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Re: Unofficial patch... Mon, 13 February 2006 21:15 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Quote:

Side note ... lighter armour makes overcloakers harder to make for others but IS and SD and these two PRT-s are really strong enough


I suspect you means IS and SS - not SD.

And yes, the suggestions for JOAT and CA are valid. In the main, NAS should not give a JOAT points and should be fairly equivelent to what happens with NAS and the PP. CA should not have insta-forming. In a way, I think insta-forming may have been a design error. Terraforming should be cheaper for a CA than other races - just like mineral packets are cheaper for PP's. CA's have the orbital adjuster and this is what should be the main advantage for the CA. The OA though should be quite costly and impossible to build at a space dock - i.e. one orbital adjuster module should weigh 200 kt and the cost should be reasonable - say around 200 resources. OA's should not be cheap to build since they are going to be giving back resources to the CA by automatically terraforming every year.

Ptolemy




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

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Re: Unofficial patch... Mon, 13 February 2006 21:28 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Ptolemy wrote on Mon, 13 February 2006 21:15

I suspect you means IS and SS - not SD.

No, he means IS and SD.
IS and SD can make overcloakers by making the ship massive with speed trap mines, the best everyone else can use use is armor.



- LEit

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Re: Unofficial patch... Tue, 14 February 2006 08:46 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Ptolemy wrote on Tue, 14 February 2006 03:15

CA should not have insta-forming...

In the mod from PricklyPea CA has everything you mentioned, but the costs of terra (200 res). I did several simple testbeds and can tell you, that it's really slowed down. With a TT HG CA I'm not able to get much over 30k res at 2450 in a tiny packed uni (with "regular" Stars! my usual mark is 60k-80k). They behave quite like the HPs - until each planet gets the costly CoH (560 res, 200+ of each mineral) they don't grow lots. Even after that, the next level of TT means they'll have a planet fully terraformed in ~5 turns (I haven't done a single bit of costly manual terra, rather invested in instalations, Space Stations and CoHs), and the new (yellow) ones only after green ones are finished. Those yellows take 5-10 turns with 3-5 CoHs in orbit to become decent greens. That's still MUCH faster than any other race, so late game CA with enough CoHs will still be strong.

However in early and mid game it will need Orbital Adjusters for itself (harder to get allies) and because those OAs are now heavier and expensiver, it will be pretty easy to slow down CA's development of border planets just by targeting them. They will be also much more risky to use on attack.

Just a personal note: playing that new one CA is boring. They don't have the thrill of that insane ramp-up speed, they don't have that ocassional permaforming, they don't have OAs for sale... I'd at least give them back 10% of permaforming chance, just to make them feel more distinctive.

BR, Iztok


[Updated on: Tue, 14 February 2006 08:47]

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Re: Unofficial patch... Tue, 14 February 2006 22:12 Go to previous messageGo to next message
multilis is currently offline multilis

 
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(space left from autohost not liking poll without text in the body of message)

[Updated on: Tue, 14 February 2006 22:18]

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Re: Unofficial patch... Tue, 14 February 2006 22:14 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Messages: 789
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CA PRT - change?[ 21 votes ]
1. No changes! 1 / 5%
2. No instaforming and more expensive+heavy orbital adjuster 12 / 57%
3. 100 points less in racial wizard 5 / 24%
4. 200 points less in racial wizard 1 / 5%
5. 300 points less in racial wizard 0 / 0%
6. 400 points less in racial wizard 0 / 0%
7. other change 2 / 10%

Here is a survey for changes to CA PRT. We can do others after to try for an unofficial patch most of us would want to switch to.

[Updated on: Tue, 14 February 2006 22:27]

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Re: Unofficial patch... Tue, 14 February 2006 23:56 Go to previous messageGo to next message
Kelzar is currently offline Kelzar

 
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right out of the Stars! user guide page 20-6 Race Creation.....

Claim Adjuster trait

Starting Advantages
Technology level 1 in Energy, Weapons and Propulsion, level 6 in Biotech
Ship capable of terraforming other players' planets from orbit

Exclusive Components
Retro Bomb de-terraforms planets
Orbital Adjuster modifies other player's planet environmental conditions

Exclusive Weapons
Bombs that de-terraforms worlds.

Exclusive ablity
Terraforming is free (and temporary). Each year all planets owned by you are terraformed to the limit of your terraforming technology. The planet reverts to its original condition if it is abandoned or captured by another player.



So if you remove the instaforming and make OA's expensive and heavy WHY would anyone choose CA over JOAT? Give up free penscanners, and extra 20% pop per planet for lower starting tech, retro bombs and OA's that can't get out of their own driveway?

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Re: Unofficial patch... Wed, 15 February 2006 00:50 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

WHY would anyone choose CA over JOAT?

OA ships are still powerful diplomatic tool, and tech wise CA isn't that bad IF you go for TT. Later game, CA can terraform reds 10%+ a turn, other races can only manage 0.5 to 3% a turn.

We likely would weaken JOAT+NAS a little.

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Re: Unofficial patch... Wed, 15 February 2006 02:12 Go to previous messageGo to next message
Madman is currently offline Madman

 
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multilis wrote on Wed, 15 February 2006 16:14

Here is a survey for changes to CA PRT. We can do others after to try for an unofficial patch most of us would want to switch to.

I'd be a little conservative about weakening CA too much. At the moment, it is overpowerful, but it would be bad to make it too weak. This would be the beginning of a slippery slope [NOTE: I'm not suggesting any of these, simply indicating a direction I don't want to see]:
CA instaforming too powerful? Weaken it quite a lot.
IT is unbalanced with the inf/inf gates or gating cargo? Take one of them away.
JoaT too much of an economic powerhouse? halve it's auto-scanning range and have only 10% larger planets.
SD can wreak havoc with minefields? take away the auto-detonation
... etc, untill all the races are quite bland.

One of the things that I like about Stars is that the races are _really_ different - the different race abilities _are_ powerful.

With that in mind, here's what I'd ideally do to CA:
(1) Either one of: (a) terrforming some reduced cost (say half?) and OAs more expensive but still gateable or (b) terraforming full cost, but keep OAs cheap.
(2) I'd make CA a little bit more expensive in the race wizard in either case - the good econ races should cost a little more, and CA will be an econ race unless you cripple it completely.
(3) I'd also keep the small chance of permanent hab change - that adds flavour to the race. Also keep the detection of other race's hab ranges.

Perhaps this leaves CA a little stronger than many PRTs, but I'd rather that than cripple it to the point where no-one wants to play it. The point of a patch is to not have it _way_ out in front, it's fine to be a good PRT.

I'm not sure how feasible these are, but those would be my choices if there was complete flexibilty of what to do.

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Re: Unofficial patch... Wed, 15 February 2006 04:00 Go to previous messageGo to next message
gible

 
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How strong/fast is a CA as is minus instaforming?

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Re: Unofficial patch... Wed, 15 February 2006 05:32 Go to previous messageGo to next message
Madman is currently offline Madman

 
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gible wrote on Wed, 15 February 2006 22:00

How strong/fast is a CA as is minus instaforming?

I guess it would need testing - my comments were base on guesswork. Having OAs as the only advantage would change a low MM race into a high MM one though, so even if it was fast, you'd still have to work at it, and be more vulnerable to losing ships to attack - testbeds tend not to show that.

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Re: Unofficial patch... Wed, 15 February 2006 05:34 Go to previous messageGo to next message
Kotk

 
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I am with Madman here about no need to kill the fun features of PRT-s off. Confused "Balancing" means making it difficult to run away with score. If instaforming is removed then its not CA anymore. Laughing

CA must be most expensive PRT but not with huge difference from others. OA is maybe bit too cheap when we consider its abilities. Also OA Maxi-Miner is nice thing ... we just got to push CA in that direction. So ... worth to try level of changes with CA are maybe like this:
1) CA PRT costs 60 RW points more than at moment.
2) OBRM gives 15 points to CA.
3) OA module costs 120 resources at bio 6. Mineral cost stays, weight stays.
4) TT is 40 points more expensive for CA.
5) Rest of things stay like are.

Edit:Added TT, adjusted numbers a bit.


[Updated on: Wed, 15 February 2006 07:28]

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Re: Unofficial patch... Wed, 15 February 2006 05:46 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Kotk wrote on Wed, 15 February 2006 23:34

CA must be most expensive PRT but not with huge difference from others. OA is maybe bit too cheap when we consider its abilities. Also OA Maxi-Miner is nice thing ... we just got to push CA in that direction. So ... worth to try level of changes with CA are maybe like this:
1) CA PRT costs 70 RW points more than at moment.
2) OBRM gives 5 points to CA.
3) OA module costs 150 resources at bio 6. Mineral cost stays, weight stays.
4) Rest of things stay like are.


If we leave instaforming as a CA ability, I'd also add a 50-100 point RW cost to TT, as CA uses it so much more effectively than other races. This is in line with things like AR having an extra RW cost to get cheap energy.

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Re: Unofficial patch... Wed, 15 February 2006 05:54 Go to previous messageGo to next message
Kotk

 
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Oh yes... right. CA takes TT somewhat too often, so ... if we make it 50 RW points more expensive to them ... then it adds choices to make. Nod I add that to my post above.

Edit: I think that even such level of downgrade is somewhat too harsh... so i dune the numbers a bit.


[Updated on: Wed, 15 February 2006 07:27]

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Re: Unofficial patch... Wed, 15 February 2006 07:22 Go to previous messageGo to next message
Micha

 

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Madman wrote on Wed, 15 February 2006 11:46

If we leave instaforming as a CA ability, I'd also add a 50-100 point RW cost to TT, as CA uses it so much more effectively than other races. This is in line with things like AR having an extra RW cost to get cheap energy.

Or make CA pay more for cheap bio ...

mch

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Re: Unofficial patch... Wed, 15 February 2006 07:46 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Wed, 15 February 2006 11:54

CA takes TT somewhat too often, so ... if we make it 50 RW points more expensive to them ...

With instaforming the TT (cost ~105 for all 3 habs centered 40 wide 1-in-12 19% PGR) adds 7 hab "clicks" (or ~214 RW points) to the CA. Nett balance is 109 free RW points. IMO CA's cost for TT should be about 180% of other races. However there's a problem of HOW to implement this in a new mod, as RW is AFAIK a mess of interrelated formulas. Shocked
BR, Iztok

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Re: Unofficial patch... Wed, 15 February 2006 08:13 Go to previous messageGo to next message
Kelzar is currently offline Kelzar

 
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multilis wrote on Wed, 15 February 2006 00:50


OA ships are still powerful diplomatic tool.


If OA ships become too heavy and expensive they are no longer a powerful diplomatic tool. Having the potential ability to produce OA's is NOT the same as getting several OA's built and to their destinations.


I'm with the camp of leaving OA's alone, and having terraforming cost less than other races but cost SOMETHING either that or just stick to RW point adjustments.

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Re: Unofficial patch... Wed, 15 February 2006 08:39 Go to previous messageGo to previous message
Kotk

 
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iztok wrote on Wed, 15 February 2006 14:46

With instaforming the TT (cost ~105 for all 3 habs centered 40 wide 1-in-12 19% PGR) adds 7 hab "clicks" (or ~214 RW points) to the CA. Nett balance is 109 free RW points. IMO CA's cost for TT should be about 180% of other races.

First ... CA gets 3 more hab clicks anyway. It is CA. I quite plentily adjusted that by increasing the PRT cost and removing OBRM point mine. If you eyeball it more closely then 130 RW points are taken there.

TT adds only 4 (not 7) to these CA habs that is about 115 points.
Lets not forget that others have unfair advantage to terraform while CA got to have some tech 9 or 10 before it can improve some hab. 40 points more sounds like fair balance there. Nod

The idea of "balancing" is not to make CA LOT weaker than PP or AR. Laughing Test a TT+OBRM CA in tiny packed with 210 leftover points (60 for PRT, 70 for OBRM, 80 for TT). Do you get at least 35K? Otherwise you went too far. Wink

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