If you want your own changes..

Speak about the balance testing mod.

If you want your own changes..

Postby Ze_PilOt » 09 Jun 2012, 14:46

- Make a sim mod.
- Write an explanation with your changes and why you think they are better.
- Test it in some real games situations.
- Posts some replays and the mod here.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: If you want your own changes..

Postby noobymcnoobcake » 09 Jun 2012, 16:40

Made improved firebeetle mod. Makes them explode upon death, they dont damage friendly firebeetles, increases AOE to 3.5, firing tolerance to 4 and maxradius to 4.5. This enables them to explose much more quickly instead of running round stuff. They are slightly more effective against acus as well now because they explode faster. Still they are easily countered by walls, t1 pds and T1 swarms. This mod just makes them more usable and takes away some of the required micro.

Replays are 3614, sorry did not host games in FAF so the do not show up as FAF replays.
Attachments
with firebeetle mod.SCFAReplay
(17.65 KiB) Downloaded 131 times
without firebeetle mod.SCFAReplay
(15.08 KiB) Downloaded 139 times
ImprovedFireBeetle.zip
(3.26 KiB) Downloaded 138 times
Last edited by noobymcnoobcake on 21 Aug 2012, 22:03, edited 1 time in total.
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: If you want your own changes..

Postby FunkOff » 17 Jun 2012, 03:02

Shield interference mod. See attached.
Attachments
shield interference mod.zip
(4.95 KiB) Downloaded 151 times
FunkOff
Supreme Commander
 
Posts: 1863
Joined: 26 Aug 2011, 17:27
Has liked: 14 times
Been liked: 43 times
FAF User Name: FakeOff

Re: If you want your own changes..

Postby Plasma_Wolf » 17 Jun 2012, 10:51

I tried the interference mod for a moment (Just setting 6 cheated absolvers on 7 Aeon T3 shields) and it works very well. The recharge time is a lot slower. Looks like the experimental artillery won't have a problem breaking a shield at all now :P
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: If you want your own changes..

Postby TheStrategist » 17 Jun 2012, 21:43

I'm interested in creating my own sim mod, but haven't done any FA modding before. Is there a good resource to go to to learn how to?

My mod would involve changing view/radar distances and such.
TheStrategist
Avatar-of-War
 
Posts: 75
Joined: 15 Feb 2012, 04:21
Has liked: 0 time
Been liked: 0 time

Re: If you want your own changes..

Postby noobymcnoobcake » 17 Jun 2012, 22:12

Factory rebalance mod. Stops engineer spam by doubling build power of T2 factories and quadrupling build power of T3 fas.

T2 facs now cost 13 mass/build rate. More than T1 engineers at 10.4 but the advantages here still hevily offset the disadvantages
T3 facs now cost 17 mass/build rate. More then T1 engineers still but here ajacancy bonuses really start getting into play so the cost can be offset.

This means T1 spam is reduced a little, T2 spam canbe a viable option on some maps and the T3 stage is longer before the experementals come out.

Also sim speed is faster as 1/3rd of the units are now gone
Attachments
Factory rebalance.zip
(83.47 KiB) Downloaded 138 times
User avatar
noobymcnoobcake
Evaluator
 
Posts: 672
Joined: 17 Sep 2011, 16:34
Has liked: 16 times
Been liked: 5 times

Re: If you want your own changes..

Postby Kryo » 19 Jun 2012, 12:48

could you pls explain how the shield interference thing is exactly working? values?
Kryo
Evaluator
 
Posts: 518
Joined: 12 Sep 2011, 15:13
Has liked: 0 time
Been liked: 0 time
FAF User Name: Kryo

Re: If you want your own changes..

Postby FunkOff » 19 Jun 2012, 15:39

Kryo wrote:could you pls explain how the shield interference thing is exactly working? values?


It's very simple. When a shield is downed, it looks for other shields within its own shield radius. However many shield units it finds, minus itself (it always find itself), it's default recharge time is increased a non-stacking 20%. The penalty maxes out at 200% (so, 3x longer than usual recharge). Also, note that shields will only be interfered with by defensive shield bubbles, not personal shields... acus, titans, harbs and obsideons won't make bubbles shields take longer to recharge.
FunkOff
Supreme Commander
 
Posts: 1863
Joined: 26 Aug 2011, 17:27
Has liked: 14 times
Been liked: 43 times
FAF User Name: FakeOff

Re: If you want your own changes..

Postby Ze_PilOt » 19 Jun 2012, 16:02

I will also start to increase the buff of power adjacency for shields regen to counteract the effect a little on well made bases.

Also, remember that it only take only shields UNDER the bubble.
Meaning that two shields overlapping their bubble while their generators is NOT under each other will be unaffected.
So only larger shields are more affected.

(The main concern here being T3 shields and UEF boats).

Meaning that we will probably have to tweak the cybran shields or they will be totally useless.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
User avatar
Ze_PilOt
Supreme Commander
 
Posts: 8985
Joined: 24 Aug 2011, 18:41
Location: fafland
Has liked: 18 times
Been liked: 376 times
FAF User Name: Ze_PilOt

Re: If you want your own changes..

Postby Kryo » 19 Jun 2012, 16:59

ok sounds quite good, but you should really explain such things in your balance thread more, so people know what you changed ;)
Kryo
Evaluator
 
Posts: 518
Joined: 12 Sep 2011, 15:13
Has liked: 0 time
Been liked: 0 time
FAF User Name: Kryo

Next

Return to FA Balance testing

Who is online

Users browsing this forum: No registered users and 1 guest