Icemania
Posts: 1847
Joined: 6/5/2013 From: Australia Status: offline
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quote:
ORIGINAL: Cmiller I like that you've added many research projects, but my only concern is how long it would take to complete a research branch. I'm one of those players that likes to play on smaller maps to have shorter games, and with vanilla tech tree I usually don't see the end of tech tree before victory, which is fine with me. But with these insane amounts of research projects i'd be lucky just to get to midgame tech. So I just want to ask what's this going to mean for those who want shorter games. I liked Locarnus's idea with balancing the tech, but it seems that you are actually extending it. That's fine, but now I sure wish there'd be the option of having a tech tree that is simply balanced with minimal additional tech projects. And then I hear rumors that there's a mega-mod in the works which apparently will include your mod. That's also fine, but I hope if this mega mod is ever release there'd at least be the option to remove portions of the mod that the user may not want. For example, what the martian guy did with his graphics mod. He had lots of cool features, but gave people the choice of choosing what features they wanted. I'm not trying to bash on your mod, I'm just saying it doesn't seem to fit my playstyle, and it would be a shame to have a cool megamod come out, and then I would find it undesirable simply because I couldn't remove one feature (or two). So I just have two requests of the modding community: 1.) Can we have another tech tree mod, but one that only balances the vanilla and adds minimal additional tech projects. 2.) If you're making a mega-mod, at least give individuals the option to remove certain features that they may not find desirable. Hope my post sounds clear, ask me any questions if it doesn't. And good job on your mod lurchi, I'm sure many people here will like it. I'll at least give it a try on release. And who knows, maybe I'll end up liking after all. Can't knock something until your try it, right? . Cmiller With lurchi's mod he may reduce the research effort required for each technology, but another solution would be to change the research setting one notch e.g. I play on Expensive Research so would instead use Normal. What sort of balancing did you have in mind Cmiller? In the AI Improvement Mod, I've added minimal additional technology projects but considered weapons balancing, colonisation balancing and the next release will include hyperdrive balancing. There are some other minor changes as well e.g. to balance the research required by Torpedo Bombers and Missile Bombers. I'm happy to consider other balancing that helps the AI as well. There is no user friendly "tick box" capability that we could provide, and how easy it is depends on the feature. Two examples: 1. Let's say you didn't like how I've balanced hyperdrives. To change that you would need to go into research.txt and components.txt and change it. Pretty easy. But the Research Build Orders for the races that focus on speed/agility may no longer be balanced as a result of that change. 2. Let's say you didn't like how I've balanced colonisation and watched that back to default. You can again change research.txt and components.txt. A more involved change, but more importantly every Research Build Order in races.txt is now invalid (because the research project numbers change) and the Mod would be broken. After customising 62 research build orders, I'm sure you could imagine how much work it work be to customise each permutation. The only way to keep my sanity given this is a voluntary endeavour in my own time, is to release a package.
< Message edited by Icemania -- 8/6/2014 10:35:24 AM >
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