Difference between revisions of "User:Shiver/Balance Mod"

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==Objective==
 
==Objective==
The goal of this project is to even out the effectiveness of Star Control II's ship line-up so that everything is worth using in competitive player-versus-player melee. The various ships have been strengthened or weakened accordingly. Additionally, many minor adjustments have been made for the sake of aesthetics or continuity. The changes are quite extensive, though I tried not to stray too far from vanilla gameplay. The Balance Mod is not suited for Star Control's main game, nor melee against the cyborg.
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The goal of this project is to make every ship in Star Control II's line-up worth using in competitive player-versus-player melee. To this end, the various ships have been strengthened or weakened accordingly. Many minor adjustments have also been made for the sake of aesthetics or continuity. The changes are quite extensive, though we tried not to stray too far from vanilla gameplay.
  
==Recent Changes==
 
  
'''Update 1.25'''
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==Credit==
  
* Chenjesu - Photon shard speed down from 72 to 64, once again the same as in vanilla UQM.
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* Shiver is the original creator of the mod. He came up with almost all of the ideas and wrote most of the code. He does not work on the mod anymore, so Gekko and Oldlaptop have taken over the development.
  
* Kohr-Ah - Significant nerfs applied.
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* Gekko was Shiver's primary play-test opponent early in the mod's development. He also helped port this mod from UQM v0.6.2 to v0.7.0.
** Buzzsaws - Buzzsaw energy cost up from 6 to 7. These things are stupidly effective and this change should force Kohr-Ah players to ration out their energy more carefully.
 
** FRIED - FRIED cloud hitpoints down from 100 to 6, damage vs projectiles up from 50 to 200. FRIED can be shot through with big guns, though it will still melt every projectile it meets upon contact.
 
** Propulsion - Reverted back to vanilla stats. Topspeed down from 32 to 30, acceleration increment up from 5 to 6.
 
  
* Orz - A very small improvement has been made to marine pursuit AI.
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* Oldlaptop has been a great help in testing and debugging the mod. He has implemented many of the latest features and fixed bugs.
  
* Pkunk - Fixed the respawn code. Somehow Pkunk's death count was increasing by two every time it respawned. This has been rectified.
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* Xaionaro wrote the original retreat patch and has helped in the general mod development.
  
* Ur-Quan - Major revision.
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* UQM core team members Meep-eep, Fossil and McMartin provided coding and debugging assistance.
** Fighter AI - Fighters are much less inclined towards surrounding their target from off-camera; this behavior was highly effective, but below the belt. Fighters have been given a preference for swarming the sides and back of enemy craft rather than whatever section is closest to them. Fighter fan-out behavior has been refined.
 
** Fighter Beam - Energy sapping behavior has been reimplemented.
 
** Fusion Cannon - Fusion bolt energy cost down from 9 to 8, velocity up from 80 to 92, duration down from 20 to 18.
 
** Propulsion - Reverted back to vanilla stats. Topspeed down from 32 to 30, acceleration increment up from 5 to 6.
 
  
'''Update 1.24'''
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* Elvish Pillager wrote a few bits of the most difficult code for this mod and gave significant design input. His Crazy Mod source code was a valuable reference when altering melee.
  
* Ilwrath - Hellfire spread adjusted to be heavier on forward firepower.
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* Bleeding Star gave some useful design input which led to several necessary adjustments.  
  
'''Update 1.23'''
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* Death 999 cooked up a nifty program which saved hours of work when making a larger antimatter cone for Umgah.
  
* Ilwrath - Major revision.
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* Gostu--a stranger to the Star Control fan community--helped port this mod from UQM v0.6.2 to v0.7.0.
** Hellfire Spout - This has been redesigned to combine the forward fire and spread fire into one all-purpose attack. These two variations were previously bound to different keys. The two firing styles for one weapon was too much of a departure from original melee.
 
** Cloaking Device - Cloak energy cost raised from 0 to 2. Note that the vanilla cost is 3, though vanilla Ilwrath's battery is comparatively endless. Cloak has been rebound back to the Secondary button.
 
** Battery - Energy regeneration has been increased slightly to 5 energy every 7 frames.  
 
  
* Thraddash - Afterburner puff duration decreased from 140 to 120.
 
  
==Credit==
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==Links==
I received extensive assistance while making this project. I wish to express my thanks to the following individuals:
 
 
 
* Elvish Pillager wrote a few bits of the most difficult code for this mod and gave significant design input. His Crazy Mod source code was a valuable reference when altering melee.
 
 
 
* UQM core team members Meep-eep, Fossil and McMartin provided coding and debugging assistance.
 
  
* Gekko was my primary beta test opponent during this mod's creation.
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* [[User:Shiver/Balance_Mod/List_of_Changes | Mod Details]]
  
* Bleeding Star gave some useful design input which led to several necessary adjustments.
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* [[User:Shiver/Balance_Mod/Installation | Download & Installation Instructions]]
 
 
* Death 999 cooked up a nifty program which saved me hours of work when making a larger antimatter cone for Umgah.
 
 
 
==Links==
 
  
* [[User:Shiver/Balance_Mod/List_of_Changes | Full List of Changes]]
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* [https://github.com/uqm-arena/balance-mod Github]
  
* [[User:Shiver/Balance_Mod/Installation | Installation Instructions]]
 
  
 
[[Category:Mods]]
 
[[Category:Mods]]

Revision as of 08:50, 4 October 2018

Objective

The goal of this project is to make every ship in Star Control II's line-up worth using in competitive player-versus-player melee. To this end, the various ships have been strengthened or weakened accordingly. Many minor adjustments have also been made for the sake of aesthetics or continuity. The changes are quite extensive, though we tried not to stray too far from vanilla gameplay.


Credit

  • Shiver is the original creator of the mod. He came up with almost all of the ideas and wrote most of the code. He does not work on the mod anymore, so Gekko and Oldlaptop have taken over the development.
  • Gekko was Shiver's primary play-test opponent early in the mod's development. He also helped port this mod from UQM v0.6.2 to v0.7.0.
  • Oldlaptop has been a great help in testing and debugging the mod. He has implemented many of the latest features and fixed bugs.
  • Xaionaro wrote the original retreat patch and has helped in the general mod development.
  • UQM core team members Meep-eep, Fossil and McMartin provided coding and debugging assistance.
  • Elvish Pillager wrote a few bits of the most difficult code for this mod and gave significant design input. His Crazy Mod source code was a valuable reference when altering melee.
  • Bleeding Star gave some useful design input which led to several necessary adjustments.
  • Death 999 cooked up a nifty program which saved hours of work when making a larger antimatter cone for Umgah.
  • Gostu--a stranger to the Star Control fan community--helped port this mod from UQM v0.6.2 to v0.7.0.


Links