[Balance] Natives

Creation, discussion, and balancing of game content such as techs, buildings, ship parts.

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alleryn
Space Dragon
Posts: 259
Joined: Sun Nov 19, 2017 6:32 pm

Re: [Balance] Natives

#31 Post by alleryn » Sun Oct 06, 2019 1:06 pm

I've made a branch to add some macros that will make it easier to adjust the native defense values (detection, defense, shields, and troops). There are no adjustments to actual mechanics/numbers in this branch, just added functionality for future changes.
https://github.com/alleryn/freeorion/tr ... tification
Diff: https://github.com/freeorion/freeorion/ ... tification

Edit:
I have tested and am able to adjust the numbers of each native species as desired. I haven't observed any unexpected behavior before or subsequent to capture of native worlds.

I implemented the troop mod as very early priority (with homeworld mod), which means that it is affected by good/bad species troop modifiers. It could also be reasonable to place it late priority, where for example planetary bunker complex goes, to make it independent of species troop quality.

Thoughts?

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alleryn
Space Dragon
Posts: 259
Joined: Sun Nov 19, 2017 6:32 pm

Re: [Balance] Natives

#32 Post by alleryn » Fri Dec 06, 2019 4:45 pm

I will be busy for the forseeable future and will abandon this project. If anyone wants to pick it up, feel free. Apologies.

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