Re: [Balance] Specials and Guards
Posted: Sun Nov 24, 2019 8:04 pm
Agreed about Computronium Moon. Moved Computronium Moon to Tier 3.
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Not ContainedBy Contains OR [
Design name = "SM_EXP_OUTPOST"
Building name = "BLD_EXPERIMENTOR_OUTPOST"
And [ Planet HasSpecial name = "HIGH_TECH_NATIVES_SPECIAL" ]
]
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(GalaxyMaxAIAggression >= 1)
(GalaxyMonsterFrequency >= 1)
Or we can, as had been done with the guardian space monsters, have several variants of the Ancient Guardians of different strength: We could have e.g. a weaker form called "Ancient Sentries", a form of moderate strength called "Ancient Guardians", and a very strong form called "Ancient Sentinels".alleryn wrote: ↑Sun Nov 24, 2019 4:55 pmChange to Ancient Guardians: Reduce default shield value and troop values (magnitude of changes TBD). This will give room to give weaker Ancient Guardian defenders to some of the weaker specials. For Ancient Guardians on stronger specials, we can implement Ancient Guardians with bonuses to defense/shields/troops (using Native Planet Fortification macros from https://github.com/freeorion/freeorion/pull/2591 or similar).
What i've been doing so far is simply adding a moderate tech natives special (or similar) when i want to boost the defense strength. This works well and is a bit more versatile to have multiple tiers of, since it can be applied to other species if needed.Vezzra wrote: ↑Fri Nov 29, 2019 4:15 pmOr we can, as had been done with the guardian space monsters, have several variants of the Ancient Guardians of different strength: We could have e.g. a weaker form called "Ancient Sentries", a form of moderate strength called "Ancient Guardians", and a very strong form called "Ancient Sentinels".alleryn wrote: ↑Sun Nov 24, 2019 4:55 pmChange to Ancient Guardians: Reduce default shield value and troop values (magnitude of changes TBD). This will give room to give weaker Ancient Guardian defenders to some of the weaker specials. For Ancient Guardians on stronger specials, we can implement Ancient Guardians with bonuses to defense/shields/troops (using Native Planet Fortification macros from https://github.com/freeorion/freeorion/pull/2591 or similar).
Just a thought.
From a purely technical point of view you're right, but for a game like this the so called "fluff" and immersion is also a important factor. Fluff-wise it's somewhat silly to have Ancient Guardians (which are supposed to be some extremely powerful guardian robots left behind by an incredibly advanced precursor civilization) with a special that is supposed to give us a technically more advanced version of a native species.alleryn wrote: ↑Fri Nov 29, 2019 7:30 pmWhat i've been doing so far is simply adding a moderate tech natives special (or similar) when i want to boost the defense strength. This works well and is a bit more versatile to have multiple tiers of, since it can be applied to other species if needed.
I think that's the way to go here for now.
I'm not concerned with species clutter at all. Basically because I'd want to have as many different species as possible in the game. Ideally so many, that even on the largest maps with as many planets with natives as possible there are no two or more planets with the same (starting) species.I don't think it's enough to justify the "species clutter"
Oberlus wrote: ↑Sat Mar 28, 2020 5:59 pm Currently, all monster weapons target everything. I think some should be restricted. But such changes should probably come along a revision of monster designs.
Krills (1 dmg, fighter type, ignore shields) targets everything, like Fighters, and that's OK.
Jaws (5 dmg) are in Kraken 1-3, Juggernaut 1-3 and Snail.
Tentacle (5 dmg) are in Kraken 2-3.
Ice Beam (9 dmg) are in Snowflake 2-3.
Spines (20 dmg) are in Juggernaut 3 and Bloated, and in Kraken White/Black.
Plasma Discharge (20 dmg) is in Bloated Juggernaut.
Jaws targetting everything seems OK (low damage, some monsters with Jaws have no other weapons).
Tentacles also seems OK targetting everything (again low damage, and also it "makes sense")
Ice Beam targetting fighters seems odd (high damage, fighters become a great damage soakers), but Snowflake 2 and 3 only have that weapon... Maybe add one Arc Disruptor to Snowflake 3 and make Ice Beam only target ships and planets (like SR_WEAPON_3_1, plasma).
Spines and Plasma Discharge doing 20 damage are clearly meant to scare off big or shielded ships, so these weapons should not target fighters.
Maybe Spines should get a revamp, making it a 3-shot weapon with 9 damage that targets everything. That would make White/Black Kraken and Juggernaut 3 unable to damage ships with plasma shields, more dangerous against chaff and more durable against carrier fleets.
Noted. I'm already exploring some changes.Ophiuchus wrote: ↑Sun Mar 29, 2020 5:18 pm You could also add flak/fighter weapons.
If the original purpose was that there should at least some damage even against the best shields, fighters seem to be an obvious choice.
Also i think we can be more experimental with monster weapons than with player weapons as access is quite restricted. So using CombatBout valueref in targetCondition should be fair game even for 0.4.10
Eg make jaws 20dam third bout only, spines two-shot 20dam second and third bout, plasma discharge 3 times 30dam only third bout
Yes, FOCS. You can drill down from default/scripting/monster_designs, but the updates in this case happen here: default/scripting/ship_hulls/monster/SH_GUARD_3_BODY.focs.txtOberlus wrote: ↑Tue Mar 31, 2020 4:17 pm I have in my current game a Warden (named Opinicus), which has one flak cannon and 3 death ray cannons, and I've noticed for first time that its flak cannon has 12 shots per bout, not bad!
(and the DRs do 30 per shot each)
I'm searching for the effect that changes the damage of those weapons but I can't find it. Ophiuchus, by any chance do you know how is this performed? I hope it is FOCS only.
TY very much!Ophiuchus wrote: ↑Tue Mar 31, 2020 11:02 pm Yes, FOCS. You can drill down from default/scripting/monster_designs, but the updates in this case happen here: default/scripting/ship_hulls/monster/SH_GUARD_3_BODY.focs.txt
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EffectsGroup
scope = Source
activation = Source
effects = [
SetMaxDamage partname = "SR_WEAPON_0_1" value = Value + 3
SetMaxDamage partname = "SR_WEAPON_4_1" value = Value + 15
SetDamage partname = "SR_WEAPON_0_1" value = Value + 3
SetDamage partname = "SR_WEAPON_4_1" value = Value + 15
]