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RE: Some Quick Fixes to Improve Game Balance

 
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RE: Some Quick Fixes to Improve Game Balance - 8/23/2013 7:32:04 PM   
Fenrisfil

 

Posts: 216
Joined: 6/2/2013
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quote:

ORIGINAL: Trev_lite

all of the research and ship design logic should be moved into the moddable files so that some genius on the forum can make an uber balanced mod.


Here here.

One of the simplest solutions out there. All we need is a text file with each technology and component and a priority level for each. Put it in a folder and have one per race. Race and policy options would then modify that file (policy more than race so that if you switch from "raw power" to "energy efficiency" you see an change in the AI's research choices. You could probably do it with a universal one, but I figure why not allow full customisation.

It's not hard to tell what is hard coded at the moment, but while some of it makes sense (basic warp, shields, colonisation and energy collection) most of it is in the area where there should be significantly more difference between the races. At the moment even a race that never uses assault pods or stealth will prioritise researching them, while some elements of the tech tree don't even have options to give it any priority in the policy file (unless they are in by stealth, but even then I don't see where it would figure out you want to reduce maintenance costs for example).

(in reply to Trev_lite)
Post #: 31
RE: Some Quick Fixes to Improve Game Balance - 9/21/2013 11:48:22 AM   
Omena

 

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Joined: 9/21/2013
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Haven't played this game too much yet, but it occurred to me that there might be rather easy solution to this homeworld invasion problem.

The problem is that it's too easy to spam troops with cheap fast transports and effectively bypass all other defences. But what if it were not enough to simply land the troops? What if those stranded troops would receive big penalties for being "stranded" (cut out from supply)? Right now the enemy just receives a bonus of 25% from "space control", but what if the attacker would also receive a penalty? Also, starbases could give defensive bonuses representing their ability to cut enemy supply lines and provide some sort of "aerial" support (missiles/long range weapons/fighters etc.)for the troops.

So invading a planet with space defences without the support of a fleet would be very difficult.

(in reply to Fenrisfil)
Post #: 32
RE: Some Quick Fixes to Improve Game Balance - 10/1/2013 12:55:16 PM   
Icemania


Posts: 1566
Joined: 6/5/2013
From: Australia
Status: offline
Omena, good one, I fully agree!

(in reply to Omena)
Post #: 33
RE: Some Quick Fixes to Improve Game Balance - 12/5/2013 12:43:03 AM   
elliotg


Posts: 3184
Joined: 9/10/2007
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Thanks for the feedback on this thread.

In the next update game difficulty has been increased on higher levels in the following ways:
- more defending troops at colonies, especially larger colonies
- buying tech from other empires is more expensive for the player
- selling tech to other empires is less lucrative for the player
- relationship thresholds for buying tech from other empires is higher for player (i.e. other empire has to like you more)
- non-player empires build more exploration and construction ships when they are able
- overall difficulty factors have been increased (i.e. each difficulty setting above normal is now harder)

Also, colony populations now defend better against invasions - their defend strength has been doubled.

Thanks
Elliot

(in reply to Icemania)
Post #: 34
RE: Some Quick Fixes to Improve Game Balance - 12/5/2013 8:36:35 AM   
Icemania


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From: Australia
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Elliot, a huge thank you for these higher difficulty increases, fantastic!

(in reply to elliotg)
Post #: 35
RE: Some Quick Fixes to Improve Game Balance - 12/5/2013 9:41:32 AM   
ASHBERY76


Posts: 1981
Joined: 10/10/2001
From: England
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To be honest those tech changes should be default level.

(in reply to Icemania)
Post #: 36
RE: Some Quick Fixes to Improve Game Balance - 6/8/2014 4:44:54 PM   
Sithuk

 

Posts: 387
Joined: 12/17/2010
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Can someone reference me to Shark7's original post below?

quote:



ORIGINAL: Shark7
One suggestion I might make is that the only way you can trade techs, bases, planets, etc is if you have an MDP with the empire you are wanting to trade with. This I think would curb a lot of the problems. Trading your technology should be something you do with only the most trusted of allies.

In fact, here is exactly how I would do it:

Tech trading criteria:

* must have MDP agreement
* for techs 2 levels or lower than current, relations at +75 or higher
* for techs 1 level less than current, relations at +90 or higher
* for equal level or advanced techs, relations at +100 or higher
* for special techs, relations at +125 or higher

(in reply to ASHBERY76)
Post #: 37
RE: Some Quick Fixes to Improve Game Balance - 6/10/2014 11:10:30 AM   
Icemania


Posts: 1566
Joined: 6/5/2013
From: Australia
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Shark's OP Reference

(in reply to Sithuk)
Post #: 38
RE: Some Quick Fixes to Improve Game Balance - 6/10/2014 4:08:35 PM   
fierceking

 

Posts: 136
Joined: 7/24/2010
Status: offline
There should be a rule hardcoded so that if a troop transport gets to a certain distance to a planet, that empire should start attacking it, regardless if the the 2 empires are at war or not.

If a fleet blockades any of my planet, I always attack it. Attacking that fleet does not mean you are at war, well according to the game anyways. The game doesn't consider my attack as warlike.

So AI empires should act the same way and treat any troop transport near it's vacinity to be hostile and should be attacked by any ship nearby.

Because currently, you could blockade a planet with a fleet of troop transports and then attack for easy invasion.

So instead of going to war, blockade does the trick without any hostiles attacking your attack fleet before invasion. It lessens the chance of losing a ship before invasion takes place.

(in reply to Icemania)
Post #: 39
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