[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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    True enough. I do wonder what the new "UNITTYPE_Tactical" is doing behind the scenes.
  2. squishypon3

    squishypon3 Post Master General

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    Forget I said anything. ;)
    Last edited: July 3, 2014
  3. stuart98

    stuart98 Post Master General

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    Looks like it's just there so that the AI will build units with it in certain situations and use them a certain way.
  4. nanolathe

    nanolathe Post Master General

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    Some unittpyes, such as "Commander" do have hardcoded behaviour. while it's not probable that "Tactical" is doing anything much, I wouldn't completely rule it out.
  5. stuart98

    stuart98 Post Master General

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    Are you sure that a commander has hardcoded behavior based on its unit type? (I assume that the behavior in question is ending the game if you have none).

    Do the following:

    Start a new game and spawn in a second commander.

    Self destruct your first com.

    Observe that even though you have another unit with the commander unittype, you still lose when the one you spawned with died.
  6. nanolathe

    nanolathe Post Master General

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    Yup. That's, I assume, because the server only checks the STARTING commanders, rather than doing so every server tick (which would be rather pointless in 100% of currently possible situations.)
  7. squishypon3

    squishypon3 Post Master General

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    Do you guys plan on adding more units in the future? I believe I heard Brian say that you decided that you wanted to take a bare minimum approach first so you could get a fair balance before implementing units into the game. (Basically change Uber's balance to fit with your and ideas /then/ widen the roster.)
  8. cwarner7264

    cwarner7264 Moderator Alumni

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    As it says in the design document, the emphasis is on a "minimum effective solution" - we will avoid adding units that aren't in Vanilla unless absolutely necessary due to a role gap.
  9. squishypon3

    squishypon3 Post Master General

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    Yeah, that's the term Brian used. I was only wondering because of all of Knight's work. Thanks!
  10. YourLocalMadSci

    YourLocalMadSci Well-Known Member

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    Unit additions will be done in one or more of the companion mods that we expect to build on top of RCBM. For example, we have plans for mods focusing around economic expansion, orbital units, air/gunships, naval/submarines, missiles, intelligence gathering, general land units, and a few other miscellaneous bits and bobs.

    Some of these plans may end up falling by the wayside, others may take a very long time, others are entirely dependant upon uber to provide us the hooks we need to create a unique experience. Either way, RCBM itself will only have one or two new units in, but we consider it just the start of a much larger system.
    squishypon3 likes this.
  11. liquius

    liquius Well-Known Member

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    So we plan to add few units to this mod pack, however as wrongcat pointed out, we don't want to add too much stuff that's missing from vanilla.

    When this mod is finished we do have a number of unit expansions that are planned. They will expand on this and should slip in without drastic balance changes to the basic balance mod.

    One last point is that we are trying to keep a high standard of quality to this mod pack. That means we won't use models that don't fit the role, or use the same model for more then one unit.
  12. squishypon3

    squishypon3 Post Master General

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    Completely understandable, but you could use past, removed, units if you ever need to. (You could use the old Grenadier model for something for example)
  13. nanolathe

    nanolathe Post Master General

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    we could, however, we won't. As @liquius said, it's a matter of professionalism; old unsupported models (that were taken out for legitimate reasons rather than silly ones *cough stinger cough*) will stay unsupported. We have a talented modeller and a decent texturer so there's no reason to use Uber's cast-offs.
  14. zweistein000

    zweistein000 Post Master General

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    We have now arrived to the point where everything needs a thorough test. For that reason I will be making public games every evening from 18.00 EST (which is 16.00 GMT or rather 17.00 BST). Tests may vary form controlled tests, to single/double blind tests, directed games or just plain normal games. Your games will be reviewed at some point by the team in order to to get the results.
    nanolathe and cwarner7264 like this.
  15. stuart98

    stuart98 Post Master General

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    Anything that uses rotated bones cannot be exported via Raevn's importer/exporter.

    There are plenty of things that don't use rotated bones though...

    ;)
  16. nanolathe

    nanolathe Post Master General

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    And on that note we've moved to Prerelease 4. We're moving as far along as it is possible to get our intended behaviour, balance and direction with the tools we have available, but we're also aware of some bugs and imbalances of our own creation. We need this version thoroughly tested and we're listening to any balance feedback or suggestions that come our way.

    After this testing is done we'll be officially releasing to PAMM!

    edit: Updated FirstPost.
    Last edited: July 10, 2014
  17. KNight

    KNight Post Master General

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  18. zweistein000

    zweistein000 Post Master General

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  19. KNight

    KNight Post Master General

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    Well it's not like I've been kept up to date! xD

    Mike
  20. zweistein000

    zweistein000 Post Master General

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    Contact @YourLocalMadSci , apparently he is texturing it and I think it's his model then.

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