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Koecher
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Posted: 23 Apr, 2011
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Joined: 24 May, 2010 Posts: 142
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After some weeks of development, we proudly present you: The 3604 PatchmodIts an alternative Patchmod to the 3603v5 Patch, course we think that it contains some significant balancing-issues. Primary it re-balance the Air (T1 bombers, T2 Gunships, T3 air completely), the T3 Navy (just slightly), the ACU and the OC. Also it gives you a usefull Restorer, that isnt ibma!  And of-course it contains all the Bugfixes from 3603v4 (read the Changelog below for further informations) The Changes are "created" by Voodoo and me, the Files (modified by me) are basing upon the 3603v4 Patch (by Legion Darrath). This is the Changelog, compared with 3599 (the last official Version)
Code:
***Changelog of the 3604 Patchmod, compared with 3599***
_______________________________________________________________________________________ (Note: Some of the Changes, especially the Bug-Fixes, are similar done in the 3603v4 Patchmod by Legion Darrath)
Global: _______________
Buildings:
- Increased T3 Air Factory Cost (from 2520M 46200E to 2750M 72000E)
- Decreased T3 Navi Factory Cost (from 5400M to 4100M)
- Decreased T3 SAM Launcher Cost (from 1400M 12000E to 1000M 10000E)
- Decreased T1 AA Turrent Cost, Build-Time and HP (from 200M 2000E 250T 1200HP to 180M 1800E 225T 900HP)
- Decreased T2 Artillery Cost and Build-Time by ~25%
- T1 Mass Extractor Health reduced to 600 from 800
Units:
- ACU: Increased Overcharge Energy Cost (from 3000 to 4900). Damage vs Units is unaltered, damage vs ACUs is 400 (from 100), vs buildings 800 damage (from 500). Overcharge has an increased damage radius of 2.5 (from 2), and a reload of 0.3 (from 0.2).
- Decreased T1 Bomber Cost (from 100M 2250E to 90M 1850E)
- Decreased T1 Air-Scout Cost and Build-Time (from 1600E 20T to 1300E 17T)
- Increased T3 Strategic Bomber Cost (from 70000E to 85000E)
- Increased T3 Scouts Cost (from 5000E to 6000E)
- Increased T3 Air-Superiority Fighter Cost (from 20000E to 25000E)
- Increased T3 Heavy Gunship Cost (from 35000E to 40000E)
- Increased T2 Mobile Missle Launcher Damage ~30%
- Increased T2 Cruisers Anti-Air Damage ~10%
- Land Experimental cost increased ~20%, the cheaper ones increased more than the expensive ones (percentage wise)
- Decrease T3 ship costs (~15%) and buildtime (cut in half for many)
- ACU Death nuke now does 2500 damage to all units
- T3 Nuke submarines conventional and nuclear weapon rebalanced
- Decreased Frigate & t1 submarine cost by 10%
- Made T2 tanks slightly tougher and slower. T2 tanks now move at a 2.5 - 2.7 speed now, and have 20-25% more hitpoints in return. Cybran t2 tank got buffed more as it was too weak compared to the others.
-Increase frigate anti-air dps to 15, attack boat anti-air dps to 35, and Battleship Antiair dps to 60
UEF: ____________
- Increased T2 Engineering Station'S Drone Rebuild Costs and Time (from 50M 500E 150T to 150M 1500E 500T)
- Increased T2 Field Engineer Sparky HPs (from 1040 to 1140) Build-Rate (from 10 to 12) and max. Speed (from 3 to 3.5)
- Decrease T3 Air Transport costs by 30% (final E cost further adjusted by other changes)
- Increase striker movement speed by 0,1 (3.3 -> 3.4)
- T3 Mobile missile launchers damage increased 100%
- Snoop damage = 4 (+2)
- Mongoose health changed from 900 to 650
- Billy reload timeout increased to avoid rapid firing through assisting
- Lobo t1 artillery health changed from 205 to 200
- Increase Shield ship cost by 30% from 1040M 10400E to 1300M 13000E
Cybran: _______________
- Increased ACU HPs (from 10000 to 10500)
- Increased T1 Assault Bot Mantis Turrent jaw Speed (from 80 to 90)
- Decreased T2 Rocket Bot Hoplite HPs (from 650 to 500)
- Increased T2 Points Defense Cerebus Damage ~33% (from 9 to 12)
- Decreased T2 Shild Generator ED5 Costs and Build-Time (from 2400M, 40000E, 16000T to 1800M 27500E 14000T) and increased the Shild-HPs (from 14000 to 15000)
- Engineering Stations: T1 cost increased to 500M 2500E from 450M 2250E.
- Cybran Missile health normalized so that the parent missile has 1 health and the child missiles have 1 health each as well.
- Increased Deceiver (t2 mobile stealth generator) speed, acceleration and brake to match the values of other factions t2 mobile shields
- Firebeetle changed to deal 4500 damage, health lowered to 300, Firing tolerance increased to 100.
- Mole energy drain -5
Aeon: _____________
- Increased Experimental Aircraft Carrier CZAR HPs (from 48000 to 58000) and decreased the Crash-Damage (from 15000 to 10000)
- T3 AA Gunship Restorer: changed completely! Transformed to a normal T3 Heavy Gunship with the following Changes: - Costs and Build-Time (from 1200M 60000E 4800T to 1680M 40000E 8400T) - normal Weapon (from 4x 24Dmg 1,25Rate of Fire "Quad Light Laser" to 2x 78Dmg 2Rate of Fire "dual high-intensity laser") = 312 DPS - Anti-Air Weapon ( from twice AA-missile with 65Dmg RoF1 to twice AA-missile with 5Dmg RoF1) = 10DPS - Changed strategic Icon, Build-Icon, Description and Help-Text
- Decreased T2 Mobile Shild Asylum Shild-HPs (from 5000 to 4200) and Regenrate (from 65 to 60)
- Increased T3 Torpedo Bomber Cost (from 27500E to 30000E)
- Aeon T3 Engineer build rate increased to 20 from 15
- Transferred 2600 from the Harbringer’s shield to its health
- Mercy fuel increased from 70 to 110
- Spirit radar range +5, new health = 20 (-3)
- Increase aurora movement speed by 0.1 (3 -> 3.1)
- Eye of Rhianne remote viewing radius decreased from 45 to 25.
Seraphim: _________________
- Decreased T3 Submarine Hunter Yathsou Torpedo-Range (from 70 to 60) (is now equal to T2 Torpedo-Launchers)
- Seraphim T3 Engineer build rate increased to 20 from 15
- Selen radar range +5
- T2 PD +10% damage
- Cruiser direct fire Anti Air weapon and seraphim T3 Anti Air cannon building weapon improved muzzle velocity.
- Increase thaam movement speed by 0.1 (3.4 -> 3.5)
- Seraphim Advanced Regeneration Field no longer provides a health bonus. It was permanent and wasn’t removed if the unit left the aura.
- Battleship nuke no longer flies at very high altitude.
- Fixed restoration field upgrade and advanced restoration field upgrade to not repair the ACU.
Bug Fixes: __________________
Contains the Bugfixes from the 3603v4 Patchmod Here is the original list:
• Bug fix to prevent commander upgrades to be acquired at a lower cost through cancelling. • All Units shooting at the Seraphim ACU now aim at the correct bones instead of the feet. • Pausing a Mass Extractor while in mass deficit does now correctly stop mass consumption • Bomb drop prediction corrected on all T1 T2 T3 bombers • Seraphim Battleship now correctly plays a 'nuclear launch detected' sound when launching a nuke. • The Novax now correctly launches its satellite when the player is at pop cap. • Cybran Nuke Warheads now correctly detonate at their impact altitude, and not 20 units above • Nano Regeneration now gives Seraphim SCUs the correct amount of hitpoints (14k instead of 45k) • Seraphim SCU is no longer reclaimable • Fix Fatboy, Monkeylord, Megalith and the brick being able to fire from shallow water, being unattackable from land while doing so • Change Naval yards to be hit with torpedoes, collision box lowered by 1 • Hoplite now uses the correct amount of transport clamps • Gifting Units to allies bugs fixed • UEF T2 Cruiser now can correctly use all weapons simultaneously • Increase lifetime & Speed on T3 Torpedo bomber torpedoes to avoid units outrunning them. • 'No Game ender' restriction changed to restrict T3 & T4 Artillery, Paragon, Novax and Yolona Oss • 'No Nuke' Build restriction now correctly also restricts nuke carrying naval vessels, strategic missile defense buildings, and the experimental nuke launcher.
And (perhaps more interesting) is this Changelog, compared with the 3603v4 Patch 
Code:
***Changelog of the 3604 Patchmod, compared with 3603v4***
_______________________________________________________________________________________ (Note: Some few of the Changes are similar done in 3603v5)
Global: _______________
Buildings:
- Decreased T3 Air Factory Cost (from 3150M 105000E to 2750M 72000E)
- Increased T3 Navi Factory Cost (from 3150M to 4100M)
- Increased T3 SAM Launcher Cost (from 800M 8000E to 1000M 10000E)
- Decreased T1 AA Turrent Cost, Build-Time and HP (from 200M 2000E 250T 1200HP to 180M 1800E 225T 900HP)
- Decreased T2 Artillery Cost and Build-Time by ~25%
Units:
- ACU: Increased Energy-Storage (from 3000 to 5000), decreased Energy-Production (from 20 to 10) and decreased Overcharge Energy Cost (from 5000 to 4900)
- Increased T1 Bomber Cost and Build-Time (from 80M 1400E 400T to 90M 1850E 500T)
- Decreased T1 Air-Scout Cost and Build-Time (from 1600E 20T to 1300E 17T)
- Increased T2 Gunship Cost and Build-Time ~20% (back to there Settings in 3599)
- Decreased T3 Strategic Bomber Cost (from 105000E to 85000E) and increased there Speed (from 17 back to 18 like in 3599)
- Decreased T3 Scouts Cost (from 7500E to 6000E)
- Decreased T3 Air-Superiority Fighter Cost (from 40000E to 25000E)
- Decreased T3 Heavy Gunship Cost (from 52500E to 40000E)
- Decreased T2 Mobile Missle Launcher Damage ~20% (its still ~30% more than in 3599!)
- Decreased T2 Cruisers Anti-Air Damage ~15% (its still ~10% more than in 3599)
UEF: ____________
- Decreased T2 Engineering Station'S Drone Rebuild Costs and Time (from 250M 2500E 750T to 150M 1500E 500T) and increased the Buildrate (from 15 to 25)
- Increased T3 Battlecruiser Neptune Costs and Buildtime (from 6000M 12000T to 6500M 18000T)
- Increased T2 Field Engineer Sparky HPs (from 1040 to 1140) Build-Rate (from 10 to 12) and max. Speed (from 3 to 3.5)
Cybran: _______________
- Increased ACU HPs (from 10000 to 10500)
- Increased T1 Assault Bot Mantis Turrent jaw Speed (from 80 to 90)
- Increased T2 Rocket Bot Hoplite HPs (from 450 to 500)
- Increased T2 Points Defense Cerebus Damage (from 11 to 12)
- Decreased T2 Shild Generator ED5 Costs and Build-Time (from 2400M, 40000E, 16000T to 1800M 27500E 14000T) and increased the Shild-HPs (from 14000 to 15000)
- Engineering Stations: T2 build rate increased from 25 to 30. T3 build rate increased from 35 to 45.
Aeon: _____________
- Increased Experimental Aircraft Carrier CZAR HPs (from 48000 to 58000) and decreased the Crash-Damage (from 15000 to 10000)
- T3 AA Gunship Restorer: changed completely! Transformed to a normal T3 Heavy Gunship with the following Changes: - Costs and Build-Time (from 1200M 60000E 4800T to 1680M 40000E 8400T) - normal Weapon (from 4x 24Dmg 1,25Rate of Fire "Quad Light Laser" to 2x 78Dmg 2Rate of Fire "dual high-intensity laser") = 312 DPS - Anti-Air Weapon ( from twice AA-missile with 65Dmg RoF1 to twice AA-missile with 5Dmg RoF1) = 10DPS - Changed strategic Icon, Build-Icon, Description and Help-Text
- Decreased T2 Mobile Shild Asylum Shild-HPs (from 5000 to 4200) and Regenrate (from 65 to 60)
- Decreased T3 Torpedo Bomber Cost (from 35000E to 30000E)
Seraphim: _________________
- Decreased T3 Submarine Hunter Yathsou Torpedo-Range (from 70 to 60) (is now equal to T2 Torpedo-Launchers)
The Download itself will be available in a few Minutes in the Vault and also here. If you find a bug or a balancing problem in it, please tell us (Voodoo or me) in GPGnet or post here. We will review it than Greatings SFo_Koecher
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Koecher
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Posted: 23 Apr, 2011
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Joined: 24 May, 2010 Posts: 142
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brandon007
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Posted: 23 Apr, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Question: What is the point of this mod? Since alot of the other mods already do this kinda stuff...
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Koecher
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Posted: 23 Apr, 2011
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Joined: 24 May, 2010 Posts: 142
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The point of this mod is to balance FA all in all  The only other "serious" mod that trys his 3603v5 (and previous versions). And, as said in the first post, in our PoV 3603 still contains some significant issues.
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brandon007
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Posted: 23 Apr, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Koecher wrote: The point of this mod is to balance FA all in all  The only other "serious" mod that trys his 3603v5 (and previous versions). And, as said in the first post, in our PoV 3603 still contains some significant issues. Other mods are built for Balancing FA as well, and have proven to be efficient at doing just that... So I fail to see what this mod has that would make it better then the others...
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Domino
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Posted: 23 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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Hi, Be nice brandon lol.. its a patch mod built offa the 3603 patch, if thats what they wanted to do, let em, it doesnt matter if its been done before..  we need more modders, so whatever they do is good! as long as mods are being produced.. encourage not discourage my friend..  we all know there are others mods that do this.. THIS mod is there own take on what needs to be done for there own balancing.. doesnt mean to say its right or wrong.. just that they choose to do it  
_________________ Domino. ______________
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brandon007
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Posted: 23 Apr, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Domino wrote: Hi, Be nice brandon lol.. its a patch mod built offa the 3603 patch, if thats what they wanted to do, let em, it doesnt matter if its been done before..  we need more modders, so whatever they do is good! as long as mods are being produced.. encourage not discourage my friend..  we all know there are others mods that do this.. THIS mod is there own take on what needs to be done for there own balancing.. doesnt mean to say its right or wrong.. just that they choose to do it   Indeed it is nice to see more modders... but just outta curiosity, wouldnt all those changes make this mod... Incompatible with Mods that make similar changes to units?
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brute51
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Posted: 23 Apr, 2011
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Joined: 08 May, 2008 Posts: 821
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Lots of mods are not compatible with other mods, most of the times you don't even notice it...
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madface
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Posted: 23 Apr, 2011
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Joined: 01 Jan, 2011 Posts: 1025
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brandon007 wrote: Koecher wrote: The point of this mod is to balance FA all in all  The only other "serious" mod that trys his 3603v5 (and previous versions). And, as said in the first post, in our PoV 3603 still contains some significant issues. Other mods are built for Balancing FA as well, and have proven to be efficient at doing just that... So I fail to see what this mod has that would make it better then the others... At the very least you can just make use of the bug fix portion of the mod and discard the balance changes if they conflict with other mods you're using.
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Domino
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Posted: 23 Apr, 2011
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Joined: 26 Feb, 2009 Posts: 2996
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brandon007 wrote: Indeed it is nice to see more modders... but just outta curiosity, wouldnt all those changes make this mod... Incompatible with Mods that make similar changes to units? yeah, specailly with balance mods its either one or the other.. balancing is not easy.. to get it right even still then its not 100% right :/ very difficult to get a good mixx that everyone agrees on. however.. like Brute51 says, just because they change the same things doesnt make them incompatable... it just means that one mod is getting presidance over the balance mod that loaded before it.. so the other has no need to be loaded.. unless... the first mod makes changes to something on the unit the second mod does not.. like say mod 1 changes the shield energy usage and Hp.. yet mod 2 does not.. mod 2 changes only the shields Hp mod 2 loads after mod 1.. so.. we then have mod 1 changing the energy of a shield but also mod 2's Hp is used.. because it loaded after mod 1. in essence we have a mix of both mods.. to be 100% sure with balance mods its either one of the other.. to be sure that your using all the balance settings from one mod.. 
_________________ Domino. ______________
Last edited by Domino on 24 Apr, 2011, edited 1 time in total.
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brandon007
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Posted: 23 Apr, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Unless mod 2 (Patchmod 3604) changes the same stuff that Mod 1 does, but Mod 2 has different values then mod 1...
Mod 1's values would get overwritten wouldnt they?
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Legion Darrath
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Posted: 23 Apr, 2011
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Joined: 23 Feb, 2007 Posts: 8745 Location: Belgium
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I find your lack of faith in 3603 disturbing. I don't recall you giving any balance suggestions before that could have been implemented in 3603. Though, I wish you the best of luck. Perhaps yours turns out to be better and I can stop worrying about keeping things up to date. Best of luck.
_________________
 Global Moderator and creator of LabWars
Last edited by Legion Darrath on 23 Apr, 2011, edited 1 time in total.
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brandon007
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Posted: 23 Apr, 2011
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Legion Darrath wrote: I find your lack of faith in 3603 disturbing. I don't recall you giving any balance suggestions before that could have been implemented in 3603. Though, I wish you the best of luck. Perhaps yours turns out to be better and I can stop worrying about keeping things up to date. Best of luck. *Shrugs* 3603 had some good stuff in it, but alot of people have taken it a bit too far...
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X-Cubed
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Posted: 23 Apr, 2011
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Joined: 24 Dec, 2008 Posts: 3184
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Balance mods are almost by definition incompatible with other balance mods. They are expressions of a person or group's vision of the game. I don't see the problem here.
_________________ My system: Intel Core i7-3770K @ 3.5 / 8 GB DDR3 RAM / EVGA GTX 670 FTW
"TA has been the role model of (sic) all Chris Taylor RTSes to come: always big, always complex, always innovative, always niche, and always in need of one more patch."
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Koecher
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Posted: 24 Apr, 2011
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Joined: 24 May, 2010 Posts: 142
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About compatibility to other mods: the Compatibility to ANY other mods isnt tested. Also thats a point that wont be maintenanced Legion Darrath wrote: I find your lack of faith in 3603 disturbing. I don't recall you giving any balance suggestions before that could have been implemented in 3603. Though, I wish you the best of luck. Perhaps yours turns out to be better and I can stop worrying about keeping things up to date. Best of luck. We tryed to talk with Rock (seems like he's taking the leadership from all this 3063-Patchmod stuff) about the Balancing in 3603v4 (some weeks ago, i think it was the time v5 was developed). But all in all, he just ignored what we were saying. Also, the best sign might be yesterday, when we released 3604. Of course there was a discussion about balancing, the different Balancing-Mods and if they might be unified to once sometimes. After like 2min of discussion (with no usefull result, course of the short time), rock just hosted a game and stopped talking with us about it For me, that was a clear sign, that he nots want to talk with us about it. Also please dont misunderstand the aim of this mod. We dont want to replace 3603! It should be an alternative one! Like "oh, we just played a 3603-game, lets play a 3604 game now  " The thing is, 3603 is balanced between the factions. Also 3604 is (hopefully) balanced between the factions. The difference is, that they will give a slightly different gameplay.
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Legion Darrath
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Posted: 24 Apr, 2011
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Joined: 23 Feb, 2007 Posts: 8745 Location: Belgium
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Fair enough but if you felt like Rock wasn't listening to your suggestions you could have just talked to me. I asked Rock more than once if he was sure everyone he had talked to agreed to the changes and he said they did. I do not have a crystal ball to see if some people disagree with each other and if they might have better changes.
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Koecher
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Posted: 24 Apr, 2011
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Joined: 24 May, 2010 Posts: 142
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Well, maybe we can sit together and migrate the 2 Balancing Mods to one in some time. But atm, we thought it would be the best idea to stop talking about problems, but solve them instead. Especially, course the talking never led to a Result... Of course I can understand, that some ppl might be "not amused" about the release of this balancing mod. But as I said (like 100 times): take it as an alternative  Like 3603 never repressed 3599-games; 3604 will (hopefully) establish as an other alternative balancing Variant (at least for the first time, if we manage it to migrate both someday)
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Habeed
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Posted: 25 Apr, 2011
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Joined: 22 Jun, 2007 Posts: 41
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How is this more balanced? All you've done is make tech 3 air IMBA again. You re-nerfed SAM sites, made strat bombers too fast to shoot down, made ASF way too cheap again, and so forth. Any Setons game is still going to be first and foremost a crazy air spam fest.
And that's why you created this "balance" patch....you're so used to playing one type of game that you can't adjust to something new. 3603 means you can't just rush T3 air like always because the energy requirements mean you need a lot more economy. And you can't just rape everyone with impunity with t3 bombers because SAMs actually shoot them down now and are reasonable in cost. And cruisers actually do their jobs of shooting down air.
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