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Micro Mod Outpost Defence

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12 years ago
Jan 31, 2013, 4:59:08 PM
Not 10 turns minimum silly, 10 defence per pop.
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12 years ago
Jan 13, 2013, 2:02:18 AM
I'm currently testing it and my first impression while being invaded is: It doesn't go far enough for the desired purpose of making mass-expanding less viable.

They still need 22 turns to invade my 40-Defense-Outpost with their 123 MP-Invasion-Ship.

I'll adjust it down even more.



Edit:

Now we're speaking... Changed it from 10 and 5 to 2 and 1.

It's only 6 turns now. Only slightly above the minimum of how long an invasion will take.

This really means you cannot just react when the invasion is starting. You need some preparation. Which is exactly what the AI already does. So this drastically plays into the slighly less expansionistic but more miliataristic playstyle of the AI.



Beat their (1-ship)-fleet and now tried to counter... But it seems they built the Defense-Building: 38 turns :\



I feel this change makes rushing for Alternative Armor and getting the defense-building asap almost mandatory.
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12 years ago
Jan 9, 2013, 9:50:01 PM
As from the code, it changes the Defense per population from the usual 30 (Neutral) and 24 (Enemy) to 10 and 5.
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12 years ago
Jan 9, 2013, 10:31:09 PM
Would probably have seen that when using a Diff. But if you don't know how it would have looked without the change, there's little way to tell ^^
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12 years ago
Jan 9, 2013, 10:38:53 PM
smiley: wink thanks for the help Ail
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12 years ago
Jan 9, 2013, 11:34:12 PM
That's a Great, great idea. Does this work in combination with the diplomacy mod?
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12 years ago
Jan 9, 2013, 11:42:47 PM
Should do, the only file in my mod is the StarSystemDescriptor.XML
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12 years ago
Jan 10, 2013, 8:50:57 AM
Aureon wrote:
That's a Great, great idea. Does this work in combination with the diplomacy mod?


As far as I remember all changes I made to StarSystemDescriptor.xml have already been included by the Devs so yes, you should be able to just copy it into the mods folder in /Public/Simulation and it should work.

I will probably include it anyways for the next version (alongside the AI-Tech-tree-modifications I've yet to test).
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12 years ago
Jan 10, 2013, 10:09:46 AM
Hrm this is seriously good dope.



Is this the value you see in game when they resource screen says, ex. "-6 dust due to distance from empire."?



Honestly thank you hugely didn't know what this was and this data is really really useful.



~Crymson~
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12 years ago
Jan 10, 2013, 5:11:10 PM
You are welcome!
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12 years ago
Jan 9, 2013, 8:33:13 PM
http://www.mediafire.com/?hcx4d8r22252qk0



In this micro mod I adjust the defense values for colony's not under your influence, and colony's under enemy influence.



Usually in no man land, the defense you get per population point is 30, now it is 2.



And the defense points for being in side of an enemy's influence is usually 24, now it is 1.



Happy hunting admirals.



[CODE]








OperationType="Addition"

BinaryOperationType="Multiplication"

Right="$(Population)"

Left="2"

Path="ClassStarSystem"/>
















OperationType="Addition"

BinaryOperationType="Multiplication"

Right="$(Population)"

Left="1"

Path="ClassStarSystem"/>



[/CODE]



Enjoy smiley: wink



From results of Ail's testing, a new version has been published with even smaller values.
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12 years ago
Jan 13, 2013, 2:19:05 AM
Yeah that's what I have found, it is a little strange how easy it is to defend.
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12 years ago
Jan 15, 2013, 11:53:28 PM
The United-Empire Racial which gives them Bonus-Defense is very powerfull with that mod because it basically completely negates this effect and allows them to expand much more than other races can.
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12 years ago
Jan 16, 2013, 12:09:36 AM
Bloody traits!



Humm....I try some stuff.
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12 years ago
Jan 16, 2013, 12:47:58 AM
I actually don't think it's a bad thing, if one of the races traits gives them a benefit in that regard.
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12 years ago
Jan 16, 2013, 1:04:53 AM
I guess, and considering that the UE Affinity comes to odds with it would also act as a nice counter balance.
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12 years ago
Jan 22, 2013, 2:53:37 PM
I am such a retard.



Sorry about the bad link guys! It's fixed now!
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12 years ago
Jan 22, 2013, 6:01:45 PM
While testing this, i'm starting to doubt that the Invasion modules work at all.

250-mp seems to invade about as fast as 2x 120mp+600 invasion power?
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12 years ago
Jan 22, 2013, 6:43:53 PM
I heard that an invasion power module only provides a maximum amount of power equal to the power of the rest of the ship, which would explain your problem as each ship would have about 180 power each, but don't quote me on that.
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