[WIP] The Realm Community Balance Mod

Discussion in 'Work-In-Progress Mods' started by nanolathe, April 23, 2014.

  1. nanolathe

    nanolathe Post Master General

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    I don't follow the logic. The Astraeus is the only way to transport your Commander off-planet without needing teleporter infrastructure (something we haven't touched yet btw). Trust me, we'll make the Astraeus attractive vs the Teleporter for single/small numbers of unit insertion.
  2. zweistein000

    zweistein000 Post Master General

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    But since the teleporter will be available earlier in the tech tree (if nothing is done except Astraeus move to T2) I believe that al orbital moves will come in the form of a teleporter.
  3. nanolathe

    nanolathe Post Master General

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    Again, we've not even touched the teleporter. :p
    If you expect it to stay the same (including what it can be built by) then you're mistaken. Let's just say that you're going to need some energy storage if you want it to run for more than a few seconds on a typical energy economy.
    Last edited: June 12, 2014
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  4. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Bugs noted. I need to take another look at the anti-sat missile, but i think we can fix some of that. I don't know about the anti-nuke hitting targets as well, but I will take a look at it. SOme of the other bugs we can certianly fix, but others are on Uber's end, so we will have to wait for them to take a look things. I suspect that me and nano need to do a full vetting and clean up of the json files at some point to see if there is anything that we are doing which potentially causes crashes.

    As for the balance stuff, we are working on much of that. We won't be adding in any new factories that just build a sub-selection of other units, as I'm really not a fan of that duplication. However, there is still more that we can do to try and strike a decent balance between attacking or defending a planet.
  5. zweistein000

    zweistein000 Post Master General

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    I tested the anti nuke on a vanilla game. It doesn't attack orbital units there, only in the mod, so I'm guessing it's a problem with the launcher and not the missile itself.
  6. nanolathe

    nanolathe Post Master General

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    **Ignore me, not up to date.**
  7. zweistein000

    zweistein000 Post Master General

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    WHAT THE **** DID YOU DO TO THE COMMANDER?!?

    It is evil. Pure evil. Don't get close, stay away!

    In case you haven't figured it out, I like the change. But HOLY **** that thing is destructive now.
  8. nanolathe

    nanolathe Post Master General

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    The UberCannon now can be fired 10 times a second. The AI will take full advantage of that fact should it have the Economy to support it. :p

    Edit: may tone that down to a normal "human" level of fire rate, say twice or three times a second, but for now it's unintentionally hilarious, so it's staying :D
    Last edited: June 13, 2014
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  9. zweistein000

    zweistein000 Post Master General

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    So commander is kinda rapey now. I was playing this mod against a friend who is a TA veteran and I was loosing badly (although I have never lost a game of vanilla PA against him, he never even got remotely close to defeating me, so I guess you guys are going the right direction). Anyway he was creeping me wit hhis commander and turrets form one direction, while sending tanks from the other and at one point I just couldn't hold him back so I went in for a commander vs commander battle (his commander was a bit chewed up though form my bombing runs, but still above 75% HP). The result was me winning because I could do unearthly amount of uber cannon spamm, so I believe the uber cannon should be nerfed or at very least commander destruction should ensure mutual defeat if commander on commander battle occurs.
  10. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Yup, we are aware of that after recent play-testing. We will see if we can push the energy cost even higher. If not, then we will try other methods.
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  11. KNight

    KNight Post Master General

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    Yeah, we were talking about it yesterday after a match and so far it feels like a situation where there isn't an easy single thing to tweak and it's likely going to require lots of little tweaks all over the place.

    I generally found that the commander just wrecked things so fast that if you couldn't avoid it or ran into it accidentally your units were wiped out or severely reduced in seconds, not always giving you time to react even if you were paying attention, never mind if you were distracted or doing something at the time.

    Mike
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  12. epicblaster117

    epicblaster117 Active Member

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    Decided to try out the mod...its amazing! Also the commanders normal non uber cannon weapon feels like a pea shooter though, just saying.
  13. brianpurkiss

    brianpurkiss Post Master General

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    Got some feedback for y'all!

    Still trying to work out a good opening build. There's so many different options. Love it.

    I like the Hornet's single massive bomb. However, I don't like how it does friendly damage. Two main reasons. If explosions are going to do friendly damage, then all explosions should do friendly damage. Also, with the Hornet's bomb dealing friendly damage, I'm never gonna use it. I hate losing half of my air force when it drops a single bomb.

    It seems that recon seems lacking. The Advanced Radar doesn't give radar coverage anymore I guess? Just seems that recon structures aren't as good. Maybe that's because I was playing on a larger planet though. At least in part or something.

    Also. But something about that game seemed extremely slow. (the low sim speed may have had something to do with it) Trying to expand seemed to take forever. Didn't help that the AI's perfect micro kept on sniping my expanding fabbers and I didn't have enough intel to see them incoming.

    Also. The Hummingbirds are very micro intensive. The only way to win an air battle is to rapidly click and micro the fighters.

    I did a lot of wreck reclaiming though. That was awesome.
  14. nanolathe

    nanolathe Post Master General

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    It does feel slightly lackluster, but part of that is by design. Your Commander can take care of a handful of units with his sidearm; an army requires backup... and a few good UberCannon shots.

    However we're still looking at the Commander closely. A few tests last night gave us some valuable feedback on the Commander's capabilities early-game and we've increased the Commanders sidearm damage in response, just slightly. More testing is required!
    Last edited: June 18, 2014
  15. nanolathe

    nanolathe Post Master General

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    Noted. I'm not sure why we've flagged it to do friendly fire and it certainly shouldn't be able to destroy airborne targets. I'll see what I can do.

    The Advanced Radar does indeed, not give Radar coverage anymore, hence why it is an Observation Post now. Did you try Arkyds? If you want information on what your opponent is doing in the heart of their territory then you need to do more than just plonk down a basic Radar and expect it to do all the work for you. :p

    Radar has a substantial 500 radius, far beyond any units range save for the Holkins and should be giving you enough information to mount a counter offensive. May I ask whether you had Radar coverage over the area you were expanding to, and what units the opponent was using to snipe your Fabricators?

    There's not a lot we can do about that. It's the nature of the simulation and the way Uber has coded unit responses to player commands.

    Thank you, that's very much an intentional side effect of how we've decided to push the Economy. You should be starving on Metal more often than Energy these days.
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  16. nanolathe

    nanolathe Post Master General

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    On a further note, we realise we've been focusing too much on bugfixing and tweaking. We're moving on to Nukes, Halley's and Naval swiftly for now and we'll return to bugfix soon.

    Expect a prerelease (4.0.0) shortly that includes our Orbital changes.
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  17. Mereth

    Mereth Active Member

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    Could you please update your modinfo.json version accordingly when you will release your prelease (0.4.0, 1.0.0-beta4 or 4.0.0 ?). Thanks in advance.
  18. nanolathe

    nanolathe Post Master General

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    Whoops.
    :oops:

    Will do.
  19. epicblaster117

    epicblaster117 Active Member

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    Is it just me or does building a solar panel crash the game....tried it twice and it crashed...
  20. nanolathe

    nanolathe Post Master General

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    Works fine for me. Are you using the Prerelease 3.0.0 or the up to date version?

    Tomorrow we'll be releasing Prerelease 4.0.0. Just need to fix the Bluehawk; it's non-functional atm.
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