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Heavy balance testing is needed, you slackers! :)


psychoak
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Less than obvious features.

 

Buzz droids for CIS have three weapon effects for missiles, disable regeneration, disable engines, disable weapons. All three effects trigger a 5 damage dot for 10 seconds, 20/10/5% respectively.

 

The Jedi Venator has some new strike craft, they're rather tough, but undervalued. The Jedi Squadrons ability, which could use a renaming, adds a 12% chance of doing 1000 shield bypassing damage, again to the missiles.

 

The Independance has a horrific buff of insane power, that applies to one fighter. At level 3 it's a guaranteed thousand damage shot on the hull, a 20 point repair rait, 300% fire rate, and 50 extra hull points for 60 seconds. Basically, an invincible, cruiser killing fighter from hell.

 

I'm not real worried about the last being exploited, but the other two carry significant concern. I need to know how abusive they can be. I also need feedback on the strike craft counter abilities, some of them can be quite devastating, cluster warheads might be insane. I'm less concerned about the other abilities, but they all need testing. The numbers are fairly reasonable, but I haven't got the reflexes to test the geek factor myself at this point, and some of them are random enough to require a huge level of output.

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  • SWR Staff - Executive
I am surprised the large number of "testers" and yet the minimal feedback and bug reports. Need to start kicking them into shape! (Sorry to those that have been active and letting us know)

Evaders99

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  • SWR Staff - Executive
well it's especially important since we are planning to release this weekend, almost all of the issues that are not feature adds are either art issues or unfixable engine problems, so all that is really left is balance.
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  • 2 months later...

Played around with the Empire today.

 

First of all: String not found.

 

Basically, the only time I want to see/hear this, is when I'm alone with my G/F. :P

At present, I don't know what the hell I am researching.

 

I can perhaps work on some of the descriptions, I'll delve into the SW Encyclopedia or raid Wookieepedia.

 

On the subject of researching: some of the tech seems to a prerequisite for other tech (like Heavy Tlasers), does this actually affect the availability of said tech, or is it a placeholder currently?

 

So far, awesome, even at normal setting the enemy works well together to assault my budding star empire.

 

Yet...

 

Get that supcap in there, and the enemy just flees the battlescene. Whatever does not jump out on time gets mauled to death by a Super Star Destroyer.

 

-I like it :twisted:-

 

No minidumps whatsoever, from what I experienced (around 2 hours of play).

 

That said, with only 4 planets out of a 399 total map objects occupied (been playing the Star Wars galaxy map) I was able to conduct any and all pieces of research in a 2 hour timespan. Cost to low?

 

And then the goddamn pirates. Apparently the pirates been raiding the imperial shipyards, since they are cruising around in Victory Class Star Destroyers. Maybe change the available ships to some lower class frigates?

Heck, next thing we'll know Tiber Zann will show up and kick ass in an Eclipse Class Super Star Destroyer. :lol:

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  • SWR Staff - Executive
Feel free to flesh out the tech tree more. I know it's still a big work-in-progress :)

Evaders99

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I think I can do that.

 

Which file(s) need to be modified to change Tech Tree descriptors.

On that note: is there at least a vague indication about what the tech does, I can build from that.

 

[edit]

Been feeling my way through the files. As far as I can tell, research are seperate .Entity files in the GameInfo folder of the mod. They need to get their individual descriptions in the English.str file with a seperate line for the title/name of the research and a line for the description.

 

Could be interesting...

 

Going on the official forums to see the maximum text lengths to see if some descriptors can be trimmed down (for units as well).

 

Mind you, all depends a bit on time availability here, not promising miracles.

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  • SWR Staff - Executive

Correct. Now you have all the tools that most modders use (without the models, it's mostly text files) :)

No issues, contribute what you can. We have other things to do too... but we're all doing it for fun

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

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Am I correct to assume that the descriptor 'String not found' is because the research subject is not listed in English.str yet?

 

I'll be looking into research subjects with the String not found descriptor and I will try and locate it in both the GameInfo folder and add it to the English.str file. No experience yet, but with enough time to fiddle around with it, I think I will manage. Takes me back to my Starcraft campaign creating days. :)

 

[Edit]

This is trickier than I thought, no succes so far. It seems I have to work my way through the Player[side].entity file.

 

I found a nifty editor, but it is not compatible with the current version of Sins. Also running into several other issue. I'll see if I can manually rummage about in the entity files.

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  • SWR Staff - Executive
Yep, good you got it working. Feel free to give us a patch when you feel its ready

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

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Been working on the Alliance Tech descriptions for the Defense tree. Also got it to work in game.

 

Yet somehow I can not get the prerequisites to work anymore, techs are not linked as they should.

 

I got the following descriptions in game.

 

First line:

 

Prefabricated Structures (1 Lab) : By deploying prefabricated structures from orbit, build time is greatly reduced while keeping costs at a minimum.

Durasteel Exoskeleton (2 Lab) : By supporting planetside structures with a Durasteel frame, buildings are able to withstand orbital bombardment for a limited time.

Duracrete Reinforcement (6 Lab): The already reinforced planetary structures receive a Duracrete coating, making them more likely to withstand orbital sieges.

These three really should be linked together.

 

Second line:

Orbital Repair Facilities (2 Lab) : By using droids usually reserved for construction facilities, dedicated repair facilities can be made in orbit, negating the need for ships to land on the planetary surface.

Orbital Ion Cannons (3 Lab) : Ion Cannon platforms can be constructed in orbit, disabling ships in a larger radius around the planet than a conventional ground based Ion cannon would.

Mine Fields (4 Lab) : Combining highly magnetic alloys with Friend or Foe identification technology allows for the construction of mass producable mine fields.

Gravity Well Generator (5 Lab) : A breakthrough in gravity wave research allows for the deployment of Gravity Well Generators, effectively slowing down Hyperspace travel within its sphere of influence.

These are individual techs, not linked.

 

Fourth line:

Combat Analysis (2 Lab) : Analysis of earlier skirmishes inspires the development of new tactical maneuvers and armor allocation, enhancing ship and orbital facility survivability.

High Gravity Manufacturing (5 Lab) : High grade ore refinement combined with high gravity bonding of alloys allows for a lightweight Duranium weave to be incorporated in shipgrade Durasteel plating, making ships and facilities much more durable.

Refined Tibanna Gas (7 Lab) : By removing impurities from Tibanna Gas before the spin-sealing process, the yield of energy based weaponry is greatly increased.

Combay Analysis and High Gravity Manufacturing should be linked.

 

Fifth line:

Local Shield Generators (3 Lab) : Deflector shield generators are deployed near strategic areas on the planetary surface, increasing the likelyhood of surving a planetary siege.

SLD-26 Shield Generator (5 Lab) : Further research into deflector technology allows for the construction of the SLD-26 Shield Generator. Powerful enough to shield a planetary body, this generator needs to be build in orbit in order to properly project the field.

Additional Shield Emitters (8 Lab) : By adding additional shield emitters to the existing shield array, overlapping shields are projected over strategically valuable areas.

These three really should be linked together.

Edited by X-File
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Some functions still elude me. What does the Defense upgrade 'Droid Foundry' do for the CIS?

Currently working on the left over Defense descriptions. Good thing most of the tech overlaps with other empires. With the earlier posted Defense tree update most empires are done in that department.

 

Still working on connecting tech back together though.

 

[Edit]

CIS, Republic, and Vong sides have their Third Line tech added as well.

 

Droid Foundry (2 Lab) : By studying control relays in automated foundries, a spin-off technology was discovered for use in combat operations. The Droid Control Signal improves unit coordination in Droid fleets.

CIS only tech. Description not very fitting for Vong, since they are kind of technophobic. No idea what tech does at this moment. Unlocks a ship ability giving a combat bonus for a while?

Clone Corps (3 Lab) : Continued involvement of Jedi generals led to the formation of the Clone Corps. Clone Cohesion tactics and Clone Fleet protocols are implemented through rigorous training.

Again, I have no clue about what this upgrade does, my guess a temporary bonus in coordinated firing and a boost in rate of fire?

Edited by X-File
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  • SWR Staff - Executive

Let's see if Eville or psychoak replies on those abilities

 

I suggest avoiding the Vong and NR... most everything is a placeholder currently. I'd expect significant changes to tailor to each faction :)

Evaders99

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Will keep working my way up from the republic. As stated earlier: most tech is also available in the other empires so fleshing one empire out completely will probably finish the job for others as well. Fun job in all, browsing through the Star Wars wiki, getting my encyclopedia out and looking stuff up in role play guides. I feel so nerdy right now. :lol:
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They're unlocks for some clone and droid based abilities.

 

Clone Corps unlocks Clone Cohesion and Clone Fleet.

 

Droid Foundaries unlocks Droid Control Signal.

 

As they aren't research leveled abilities, they don't show up as an unlock under the description. Adding notification to the description is necessitated. Commentary on your back story job I'll leave to Eville, I'm just a tasteless lacky.

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One step forward, two steps back...

 

Everytime I fix the names and descriptions of one item, it loses all set properties and any research linked to it. Getting a bit pissed off because of this.

 

Main problem is that tech with the same name is linked. Every time I edit using the Sins Mod Helped and I click on a 'string not found' item and update it, it overwrites a random other 'string not found' item.

 

In short: it sucks.

 

I can provide everyone with as much Star Wars technobabble as they like, but currently all balance is gone.

 

Anyway: the next area of research that was fixed is the Military/Structural Subsystems tree.

 

Line one (Shield Tech)

Improved Heatsinks (3 Lab) : By improving on the already present heat sinks, deflector shields are more able to dissipate direct energy attacks.

Direct Core Connection (5 Lab) : By diverting some Hypermatter Reactor energy directly into shield emitters, shield strenght is improved.

Extra Emitters (7 Lab) : Adding several shield emitters reduces the likelyhood of deflector shield collapse during prolonged firefights.

Particle Shields (8 Lab) : The addition of Particle Shield technology helps better deflect physical damage received from projectile weapons or space debris.

First three techs should be linked

 

Line two (Hull Tech)

Carbon Purity (1 Lab) : Mined Carbon is refined to an almost pure form and then added to the Durasteel manufacturing process, allowing for better damage negation.

Carvanium Refinement (2 Lab) : By lowering the amount of Carvanium used in the manufacturing of Durasteel, the hull becomes more durable.

Reinforced Lommite (4 Lab) : Research into the properties of Lommite ore led to the the manufacturing of denser Transparisteel viewports, as well as tougher Durasteel hull plating.

Zersium Coating (6 Lab) : Coating the hulls of ships and facilities in Zersium allows for better dissipation of heat received from weapon fire.

Compartmentalization (8 Lab) : By manufacturing starships and facilities in compartments which later are fitted together, hull breaches in one section can be quickly sealed off, maintaining overall hull integrity and pressure.

First four should be linked together, all mentioned elements are part of the Durasteel manufacturing process.

 

Line three (Energy reserves)

Hypermatter Reactor (4 Lab) : Engineers are instructed to run the Hypermatter Reactor at peak efficiency, increasing the energy output slightly.

Tachyonic Matter (6 Lab) : By applying raw Tachyonic Matter cought during Hyperspace Travel directly as a fuel source, energy output is moderatly increased.

Hypermatter Injectors (8 Lab) : Fixing Hypermatter Injectors directly on the reactor core allows for greater fuel efficiency, significantly increasing the reactor output.

Once again, these three techs should be linked.

 

Line four (Armor rating)

Dense Carbon Manufacturing (1 Lab) : By refining mined carbon and subjecting it to high pressure and heat, near diamond like carbon is used in the creation of Durasteel armor.

Carbonite Nanofibers (3 Lab) : Usually reserved for Skyhooks, Carbonite Nanofibers are added to the overall framework of starships, strengthening them overall.

Carbonite Mesh (5 Lab) : All Durasteel Armor is infused with a mesh of Nanofibers, increasing the durability of the armor.

Meleenium Infusion (7 Lab) : Scientists experimenting with Meleenium in Durasteel found that by adding an extra 25% more of the element increases the durability of armor.

Neutronium Cladding (8 Lab) : Adding more Neutronium to the Durasteel mix allows for ultra-dispersive characteristics of enemy gun fire.

First three techs should be linked together, final two can stand on their own.

 

Been looking over the Star Wars wiki for information on hull plating. Most of it seems to be comprised of Durasteel, with Transparisteel for viewports.

Hull and Armor are closely tied together, so I mixed the elements required for Durasteel together (them being Carbon, Neutronium, Meleenium, Carvanium, Lommite and Zersium). Carbon used twice, to create the bridge with carbonite (which is quite strong in its nanofiber form).

Most of it seems plausible in some form or another, from an in-universe perspective.

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  • SWR Staff - Executive
If its just descriptions, edit English.str manually - that's the only way you wouldn't affect anything else

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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Ah, got it figured out now. The Sins Mod Helper offers a nice interface, but real editing is best done in notepad.

 

I'll see if I can get the military tree fixed today.

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  • SWR Staff - Executive
Real programmers/coders/web-designers/modders use Notepad ... (okay, maybe Notepad++ hehe)

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

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Rofl.

 

Almost done with the Military tree, now working on the empire specific differences, especially in the Experimental department.

 

It seems that the Civilian Tech tree is working perfectly fine at the moment.

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  • SWR Staff - Executive
Thanks for all the work so far

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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  • 2 weeks later...

Just a few mod ideas.

 

- Special research option for hangers for the Rebel Alliance.

Instead of the facility being a seperate entity, add launch bays to mining facilities. Rebels launching fighter craft from hidden bases? WOW!

Restrict the available squadrons to a maximum of 3, with only access to X-Wing and Y-Wing craft. More advanced fighters/bombers? > Space stations and larger ships with launch bays.

 

- Faster 'phase jumps' for Republic/Empire/New Republic?

I believe in Star Wars cannon, only the empire has access to faster hyperspace engines. Naturally this goes for the Republic as well since it evolved from this institution. Once the Empire reverts back to the New Republic this side gets the tech boost.

 

- Centralized construction facilities/starbases.

Centralize all construction facilities in one space station. Let it follow the Empire at War evolution.

First only small craft, invest in an upgrade (research related?) and you are able to access larger ship types. Space stations receive a visual modification as well.

The higher the tier craft that are available, the more defensive capabilities it receives as well.

Allow a maximum of production facilities, so players can choose what to invest in.

Of course, tier 1 unlocks tier 2, tier 2 unlocks tier 3. So a station with 3 tier one shipyards is possible, or a station with one tier 1 and two tier 2 shipyards. To get to tier 3, you have to add a lot of diversity (and also protects other players from capital ship spamming players).

 

- Starbase ranks?

As a related feature, can space stations achieve ranks? It would be interesting to see how a battle would turn out after multiple assaults on the same planet with the space station surviving, resulting in a level 10 space station with assorted abilities (tractor beams etc, or even something like an advanced hyperspace beacon allowing travel to even unlinked systems).

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  • SWR Staff - Executive
Neat. I don't know if any of them could be implemented, but interesting ideas

Evaders99

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Fighting is terrible, but not as terrible as losing the will to fight.

- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.

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