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 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==
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==Credit==
  
'''Update 1.25'''
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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.
  
* Chenjesu - Photon shard speed down from 72 to 64, once again the same as in vanilla UQM.
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* Gekko was Shiver's primary play-test opponent during the mod's inception. He also helped port this mod from UQM v0.6.2 to v0.7.0.
  
* Kohr-Ah - Significant nerfs applied.
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* Serosis helped this mod's author get the blasted code to compile again in 2019. He did most of the work in porting the mod over to UQM 0.8, and has provided debugging assistance afterward.
** 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 features and fixed bugs.
  
* Pkunk - Fixed the respawn algorithm. Somehow Pkunk's death count was increasing by two every time it respawned. This has been rectified.
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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.
  
* Ur-Quan - Major revision.
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* Xaionaro wrote the original retreat patch and has helped with general mod development.
** 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 bolts 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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* UQM core team members Meep-eep, Fossil, and McMartin provided coding and debugging assistance.
  
* Ilwrath - Hellfire spread adjusted to be heavier on forward firepower.
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* Death 999 cooked up a nifty program which saved hours of work when making a larger antimatter cone for Umgah.
  
'''Update 1.23'''
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* Gostu helped port this mod from UQM v0.6.2 to v0.7.0.
  
* Ilwrath - Major revision.
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* Azak has put in hours as another play-test opponent in 2019 & 2020.
** 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.
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* Bleeding Star gave some useful design input which led to several necessary adjustments.  
  
==Credit==
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==Links==
I received extensive assistance while making this project. Credit goes 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.
 
 
 
* Bleeding Star gave some useful design input which led to several necessary adjustments.
 
  
* Death 999 cooked up a nifty program which saved me hours of work when making a larger antimatter cone for Umgah.
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* [[User:Shiver/Balance_Mod/List_of_Changes | List of Changes]]
  
==Links==
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* [[User:Shiver/Balance_Mod/Installation | Download & Installation Instructions]]
  
* [[User:Shiver/Balance_Mod/List_of_Changes | Full List of Changes]]
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* [[User:Shiver/Balance_Mod/Counter_Table | Ship Counter Table]]
  
* [[User:Shiver/Balance_Mod/Installation | Installation Instructions]]
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* [https://github.com/uqm-arena/balance-mod Github]
  
 
[[Category:Mods]]
 
[[Category:Mods]]

Latest revision as of 19:13, 16 October 2021

Objective[edit]

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 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[edit]

  • Shiver is the original creator of the mod. He came up with almost all of the ideas and wrote most of the code.
  • Gekko was Shiver's primary play-test opponent during the mod's inception. He also helped port this mod from UQM v0.6.2 to v0.7.0.
  • Serosis helped this mod's author get the blasted code to compile again in 2019. He did most of the work in porting the mod over to UQM 0.8, and has provided debugging assistance afterward.
  • Oldlaptop has been a great help in testing and debugging the mod. He has implemented many features and fixed bugs.
  • 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.
  • Xaionaro wrote the original retreat patch and has helped with general mod development.
  • UQM core team members Meep-eep, Fossil, and McMartin provided coding and debugging assistance.
  • Death 999 cooked up a nifty program which saved hours of work when making a larger antimatter cone for Umgah.
  • Gostu helped port this mod from UQM v0.6.2 to v0.7.0.
  • Azak has put in hours as another play-test opponent in 2019 & 2020.
  • Bleeding Star gave some useful design input which led to several necessary adjustments.

Links[edit]