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Re: Unofficial patch... Wed, 15 February 2006 10:19 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

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Registered: October 2003
Location: Edmonton, Canada
Quote:

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?

Iztok tested the PicklePea mod which adds extra cost to terraforming and makes OA ships MUCH more expensive and seemed to find it a bit wimpy+boring but livable.

A reduced PicklePea type approach could be terraforming costs half normal race but no instaforming, OA costs double and weighs double.

IMO something should be done to make retro-bomber useful, or we use the component spot for something else (perhaps a special bio based beamer weapon or armour available to everyone to make bio tech more useful). Currently OA is miniturized by time retro becomes available and retro may take another slot+expensive so never used.

Instaforming left alone options: I don't know how hard it would be to tinker with terraforming and OBRM costs for only CA in racial wizard. Subtracting points from CA in racial wizard is likely easy. Weakening OBRM for all PRTs is likely easy.

I suggest we test ideas a bit then another poll with the most popular ideas. Longer term if we get bunch of other changes like with PP LRT figured out, we then would beta test the final product for few months.


[Updated on: Wed, 15 February 2006 10:25]

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Re: Unofficial patch... Wed, 15 February 2006 10:47 Go to previous messageGo to next message
LEit is currently offline LEit

 
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To make the Retro bomb useful (and Orbital Adjusters less powerful), remove the offensive abilities of the Orbital Adjuster. Should be easy to do, just have it always help the owner of the planet, and if you bring some into orbit of an enemy planet, you just gave them a nice boost Razz


- LEit

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Re: Unofficial patch... Wed, 15 February 2006 10:48 Go to previous messageGo to next message
mazda is currently offline mazda

 
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For CA I think the easiest option is to remove the instaforming.
Rely totally on the OA ships.
The cost/mass of the OAs could then be tuned to have a direct effect on balance.

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Re: Unofficial patch... Wed, 15 February 2006 12:51 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Uh. Leaving instaforming alone and tweaking the TT cost won't do much to the race. A friend and I once had a series of duels to determine which CA was better, a CA TT, or a just a CA with wider habs. I was able to make the TT perform better, but not by much (performance is subjective here, we took tech and mins into account). I was always killing him in the end game with TT25 and 30, ofc. However, up to that point it wasn't an eye popping difference, just better. The normal CA was still *way* better than a normal factory race, IMO.

Further, since a plain CA never needs to go past Bio 4... you can take Bio expnsive and concentrate on getting war techs. Scoops and RS are a natural fit for CA's, and you can pump out gatable Beam BB's fairly early. It's a great QS design.

No, I'd eliminate instaforming altogether, and make a special hull for the OA that weighed about 1500 without engines and OA's, but fairly cheap and low tech, so the CA can buy them early. Give it a buttload of fuel and next to no armor. That makes it nearly ungateable for anyone but a IT, and would slow the rate of terraforming to a more appropriate level, and ties it to econ.

my 2 cents
-Matt



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

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Re: Unofficial patch... Wed, 15 February 2006 13:18 Go to previous messageGo to next message
Madman is currently offline Madman

 
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mazda wrote on Thu, 16 February 2006 04:48

For CA I think the easiest option is to remove the instaforming.
Rely totally on the OA ships.
The cost/mass of the OAs could then be tuned to have a direct effect on balance.


That probably works and can be made to give a good balance etc. It would be a completely different race to play though - heavy MM of getting the OAs where you want them if you are to get _any_ advantage out of the PRT, and no potential for QS as there's a mineral cost building the OAs.

I'd rather find the 'best' option than the 'easiest' one. If the race can't be balanced while keeping instaforming, half cost terraforming is my guess at something that would be about right, but I'm not sure if it is doable.

A question: in some previous version of Stars!, I understand CA didn't have instaforming, and instaforming was added because CA was too weak. What was the CA design that was too weak, does anyone know? Whatever it was, we don't want to go that far.

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Re: Unofficial patch... Wed, 15 February 2006 13:51 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Wed, 15 February 2006 17:19


Iztok tested the PicklePea mod which adds extra cost to terraforming and makes OA ships MUCH more expensive and seemed to find it a bit wimpy+boring but livable.
Yep i read it. That actually means that PricklyPea overmodded it. Nod We dont need another wimpy/livable PRT that got additional boring MM to make? Uh Oh
LEit wrote on Wed, 15 February 2006 17:47

To make the Retro bomb useful (and Orbital Adjusters less powerful), remove the offensive abilities of the Orbital Adjuster.

Nice idea. However there is also need to give the offensive abilities of OA to retro bomb then. Wink Current retro bomb got weak effect. I am against getting rid of CA-s best offensive ability.
mazda wrote on Wed, 15 February 2006 17:48

For CA I think the easiest option is to remove the instaforming.
Rely totally on the OA ships.

Yep, it is easiest but it also makes CA a boring PRT with what you got to do MM that no one else has. Adding MM is actually wrong thing to do. CA already got additional ally helping MM to make. Shame Monotone MM is the weakness of most strategy games. Nana nana bubu
mlaub wrote on Wed, 15 February 2006 19:51

Uh. Leaving instaforming alone and tweaking the TT cost won't do much to the race.

I agree ... but lots of posts ... i cant find who suggested such a primitive thing as tweaking only the TT cost? Rolling Eyes

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Re: Unofficial patch... Wed, 15 February 2006 15:10 Go to previous messageGo to next message
Madman is currently offline Madman

 
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The other thing to do is to give the CA some sort of weakness. Two 'fussy population' options I thought of (alas, neither are likely to be doable by tweaking the current executable):

(1) CA have instaforming, but because they expect to live in a good environment, they don't do so well away from optimum. Growth is growth_rate*hab^2, rather than growth_rate*hab, so a 50% planet only grows at 25% of the growth rate. Possibly growth_rate*hab^(3/2) if the squaring it is too strong, so a 50% planet would have 35% of the growth rate.

(2) CA don't believe in red planets, they want to live on habitable places, thank you very much. The 5% pop minimum is changed to 0%, so as soon as a CA colonizes a red planet it is overpopping, gets no resources and can build no factories. mines or defenses. Possibly don't even allow CA to colonize reds at all.

With either or both of these, CA might balance out quite a bit without need to remove instaforming or make the PRT really expensive, and it kind of fits the theme of the race. I suspect this is more of a future Freestars option than something we can do as a patch.

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Re: Unofficial patch... Wed, 15 February 2006 15:25 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Possible similar to how JOAT gets 20% more pop/planet, CA gets 20% less.

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Re: Unofficial patch... Wed, 15 February 2006 16:36 Go to previous messageGo to next message
Kotk

 
Commander

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I tested few test CA-s quickly in tiny packed. I ran each test only once or twice. Narrow immunityless hab usually makes the outcome differ more from test to test. Nothing scientifically clear, but impressions are like that:

1) CA HG without TT and with 130 leftover points behaved good. It is early weaker but later reaches up to JOAT HG.

2) TT CA HG with 170 leftover points was also OK. It is somewhat weaker than JOAT or IS HG but it got better diplo value than TT-less so lets say it is balanced. If to concentrate on Bio only then it got 38k.

3) With 210 leftover points TT CA HG looked really weak early despite it had everything beside bio expensive. I concentrated only on bio and it finally reached 30K@2450. Curve was like HP that has 1 in 6 hab without immunities. Unlike JOAT HP, SD HP, PP HG or AR with what i get same resources in similar conditions it had terrible tech. So it is overkill unless we want to leave only diplomacy value to our former feared monster. Cool

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Re: Unofficial patch... Wed, 15 February 2006 16:39 Go to previous messageGo to next message
Madman is currently offline Madman

 
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I wrote on Thu, 16 February 2006 09:10

(1) CA have instaforming, but because they expect to live in a good environment, they don't do so well away from optimum. Growth is growth_rate*hab^2, rather than growth_rate*hab, so a 50% planet only grows at 25% of the growth rate. Possibly growth_rate*hab^(3/2) if the squaring it is too strong, so a 50% planet would have 35% of the growth rate.

Actually for this, I meant to use the hab^2 or hab^(3/2) for the growth rate and/or the maximum population multiplier (I've been playing AR exclusively for the last few months, so I forgot about maximum planet populations being dependent on hab Embarassed Laughing)

multilis wrote on Thu, 16 February 2006 09:25

Possible similar to how JOAT gets 20% more pop/planet, CA gets 20% less.

This is probably more doable but not as much fun.

My idea was to make CA _need_ their really good terraforming, because they only do well on good planets.

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Re: Unofficial patch... Wed, 15 February 2006 22:26 Go to previous messageGo to next message
Zoiker is currently offline Zoiker

 
Petty Officer 2nd Class

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Registered: January 2006
mlaub wrote on Wed, 15 February 2006 12:51

No, I'd eliminate instaforming altogether, and make a special hull for the OA that weighed about 1500 without engines and OA's, but fairly cheap and low tech, so the CA can buy them early. Give it a buttload of fuel and next to no armor. That makes it nearly ungateable for anyone but a IT, and would slow the rate of terraforming to a more appropriate level, and ties it to econ.


This is a nice balance - I like it.

Depending on the depth of the patch, perhaps future versions of the game (yes, I'm dreaming here) could have certain hulls designated as ungateable so we don't have to mess around with massive weights, etc. But this works for me! Thumbs Up

Cheers,
Zoiker

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Re: Unofficial patch... Wed, 15 February 2006 22:28 Go to previous messageGo to next message
Zoiker is currently offline Zoiker

 
Petty Officer 2nd Class

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Madman wrote on Wed, 15 February 2006 02:12

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.


If we get to a point where we can do any of these, there's always the option of creating multiple CA variants. One version can instaform, but gets hit in the RW and another version can't, but can build OAs.

Just a though...

Cheers,
Zoiker

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Re: Unofficial patch... Thu, 16 February 2006 04:17 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Madman wrote on Mon, 13 February 2006 00:16

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


They already "pay" an extra for it, just not a lot, and less than SS and PP pay.


[Updated on: Thu, 16 February 2006 08:02]




So many Stars, so few Missiles!

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Re: Unofficial patch... Thu, 16 February 2006 04:32 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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iztok wrote on Wed, 15 February 2006 13:46

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


It could be done in a similar way as how NAS is currently done: with a nice IF (specialLRT) AND (econPRT) THEN (extraCOST).

How to wedge the few extra bits of code into the existing Exe would be another matter. Sherlock

There might be another way, tho: the RW actually checks for TT when finding habitability costs. That nightmarish part of the code could be tweaked to acknowledge TT is a bit more efficient than expected (easy), or to account for CA PRT, too (harder but still doable).


[Updated on: Thu, 16 February 2006 04:34]




So many Stars, so few Missiles!

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Re: Unofficial patch... Thu, 16 February 2006 04:42 Go to previous messageGo to next message
Madman is currently offline Madman

 
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m.a@stars wrote on Thu, 16 February 2006 22:17

They already pay an extra for it, just not a lot, and less than SS and PP pay.

I don't know what race wizard you are using.
If I click on NAS with most races, it gives me 108 points.
If I click on NAS with JOAT, it gives me 95 points.
That 95 points is at least 100 points too many, as NAS is an _advantage_ for them - they get extra scanning range without losing their buit-in penscannsers.

Of course, a better solution would be just to give them the full 108 points and remove the built in penscanners if they take NAS, the same way that the AR Ultra Station and Death Star loses it.

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Re: Unofficial patch... Thu, 16 February 2006 08:01 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Madman wrote on Thu, 16 February 2006 10:42

m.a@stars wrote on Thu, 16 February 2006 22:17

They already pay an extra for it, just not a lot, and less than SS and PP pay.

I don't know what race wizard you are using.
If I click on NAS with most races, it gives me 108 points.
If I click on NAS with JOAT, it gives me 95 points.


Sorry, hasty wording. As you state, JoaT get *less* points from NAS than other races. That's their "extra tax". Not a whole lot, tho.

But it would not be too hard to tweak the RW so that JoaT got, say, only 35 points from NAS.


[Updated on: Thu, 16 February 2006 08:01]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Unofficial patch... Thu, 16 February 2006 11:07 Go to previous messageGo to next message
wizard is currently offline wizard

 
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m.a@stars wrote on Thu, 16 February 2006 14:01

But it would not be too hard to tweak the RW so that JoaT got, say, only 35 points from NAS.


JOAT shouldn't get anything from taking NAS, they should pay for it. Taking NAS is an advantage for JOAT. BUt that shouldn't be too hard to change either...
wizard

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Re: Unofficial patch... Thu, 16 February 2006 11:56 Go to previous messageGo to next message
Kotk

 
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All seem to say that it or that is "not so hard" to tweak. Rolling Eyes So why not to try it then out ... who can tell the RW point calculator offset in current JRC4 executable?

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Re: Unofficial patch... Thu, 16 February 2006 19:31 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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wizard wrote on Thu, 16 February 2006 17:07

m.a@stars wrote on Thu, 16 February 2006 14:01

But it would not be too hard to tweak the RW so that JoaT got, say, only 35 points from NAS.


JOAT shouldn't get anything from taking NAS, they should pay for it. Taking NAS is an advantage for JOAT. BUt that shouldn't be too hard to change either...
wizard


Awww, c'mon, they are after all losing all those cool planetary scanners, plus some quite interesting ship-bound thingies.... Wink


[Updated on: Thu, 16 February 2006 19:32]




So many Stars, so few Missiles!

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Re: Unofficial patch... Fri, 17 February 2006 07:24 Go to previous messageGo to next message
gible

 
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Well it is true that a NAS JOAT cannot field massive penscanner ships and are limited to a maimum of 260ly of pen scanning which is 5.2ly at 98% cloaked, but really, who actually feilds ships like that anyway?

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Re: Unofficial patch... Fri, 17 February 2006 11:12 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Quote:

TT CA HG with 170 leftover points was also OK. It is somewhat weaker than JOAT or IS HG

JOAT is with NAS?

...

I will likely start a poll tomorrow on what to do with OA retrobombers currently being unused, unless someone has a better idea or launches a better poll. Happy to hear some input on choices.

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Re: Unofficial patch... Fri, 17 February 2006 12:10 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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multilis wrote on Fri, 17 February 2006 11:12

Quote:

TT CA HG with 170 leftover points was also OK. It is somewhat weaker than JOAT or IS HG

JOAT is with NAS?

...

I will likely start a poll tomorrow on what to do with OA retrobombers currently being unused, unless someone has a better idea or launches a better poll. Happy to hear some input on choices.


I thought people use them to de-terraform until fewer defenses are operatable (making other sorts of bombs more effective).

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Re: Unofficial patch... Fri, 17 February 2006 14:54 Go to previous messageGo to next message
Micha

 

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crr65536 wrote on Fri, 17 February 2006 18:10

multilis wrote on Fri, 17 February 2006 11:12


I will likely start a poll tomorrow on what to do with OA retrobombers currently being unused, ...


I thought people use them to de-terraform until fewer defenses are operatable (making other sorts of bombs more effective).

People don't use them for that since the Orbital Adjusters do a better job, can do positive terraform as well, are available earlier in game, are cheaper IIRC ...

mch

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Re: Unofficial patch... Fri, 17 February 2006 15:20 Go to previous messageGo to next message
Kotk

 
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Messages: 1227
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multilis wrote on Fri, 17 February 2006 18:12

Quote:

TT CA HG with 170 leftover points was also OK. It is somewhat weaker than JOAT or IS HG

JOAT is with NAS?

Nay... i easily get 40K+ with NAS-less JOAT in tiny packed same with IS HG. SD HG and IT HG get like 35K. There are PP HG, SS HG, WM HG and AR with what i get only 30K. As side note ... Nothing beside HE gets over 25k in tiny normal. Wink
Quote:

I will likely start a poll tomorrow on what to do with OA retrobombers currently being unused, unless someone has a better idea or launches a better poll. Happy to hear some input on choices.
LEits suggestion was good but they cant be turned into "negative only OA-s" i suspect.

Other good idea is to do nothing ... or maybe to view all useless items like Retro Bomb, Jammer 10, Strobnium, Lady Finger Bomb, Black Cat Bomb, half of Smart Bombs, Sub Galactic Fuel Scoop and Robo Miner all together?

Also maybe lets poll if to increase the flexibility of hulls somewhat? Some hulls are just outright boring. Futuristic warship = BB? :-/ Even if to turn the 2 x 2-weapons slots on BB into "general purpose" it would be whole different game. Nod

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Re: Unofficial patch... Sat, 18 February 2006 17:15 Go to previous messageGo to previous message
multilis is currently offline multilis

 
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Retro bombs[ 12 votes ]
1. leave alone 2 / 17%
2. make OA ships more expensive/heavier 3 / 25%
3. replace bombs with better bio armour 1 / 8%
4. replace bombs with light anti-matter torps 0 / 0%
5. other 6 / 50%

(LEit's suggestion of no deterraforming with OA will be added to poll if someone finds a way to implement)

Quote:

Retro Bomb, Jammer 10, Strobnium, Lady Finger Bomb, Black Cat Bomb, half of Smart Bombs, Sub Galactic Fuel Scoop and Robo Miner all together?
Which item in that list is made obsolete by a LOWER tech rather than higher tech alternative? I have been in games that used some of the others.

We seem to have 2 main factions, those who want only points out of race wizard, and those who want both instaforming and OA ships adjusted, an option is a compromise where each faction gets something.



[Updated on: Sun, 19 February 2006 02:39]

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