Author Topic: Teeths Rebalance to KM1.0 (WIP)  (Read 13351 times)

[SF] Dakroth

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #40 on: November 14, 2008, 12:22:07 PM »
And it's a very good goal.

Hi, I'm Dakroth, a member of [SF] Starfleet, one of the oldest (true) Trek fleets out there. I recently stumbled upon your mod, and as I have had the same issues with KM1.0 - namely that no one uses but five different ships, and all the other ones are absolutely worthless when up against those 5 ships - I decided to download the mod and give it a try.

First off, let me just say that I am incredibly, incredibly impressed. You have done an excellent job making all of the other races have comparably powerful ship. I am also very happy to see a properly balanced Galaxy class. (She's supposed to be a freaking battleship, yet she is almost worthless in KM1.0 unless you're up against an unskilled player!)

I hope it's not too late to make some suggestions and offer the services of myself and several other [SF] members to beta-test this properly for you. StarFleet considers Bridge Commander its 'Fleet game,' meaning that everyone in the Fleet is able to play this quality Trek based game, even though we have long since branched out and have included non-Trek games to our roster, so as to keep ourselves active and current. I don't speak for the Fleet as a whole, but I know for a fact that I and many of my comrades would love to see a well balanced version of Bridge Commander widely used.

That being said, there are a few bugs that I must point out, in the hopes we are all still paying attention. :D

-First of all, there's something screwy with the multi-player. The mod works find in regards to the new ship list and the stability when multiple players are in a server, but when I try to add AI ships to the fray, they appear in a glitchy and odd sort of manner. Let me give an example: I had a friend of mine host a turkey-shoot server and throw in a couple of Federation shuttles for us to shoot at. He added several shuttles, about 5, I think, but instead of shuttles, the AIs appeared as, in one instance, an Excelsior class whos shields and health were fluctuating between 0%, 50% and 100%. These weird bug-ships also did not attack and flew sideways even though it said that they were moving at 0 kph. It took several torpedos to destroy any of them, and both my and my other friend's games crashed to desktop. The server host, however, was the only one to which the shuttles actually appeared as shuttles. The same thing happened again when we rejoined and he tried throwing in a Negh'Var.

-Second, I understand that you modified phaser damage output to be dependent on ship size, but as I was messing around with the ships in Quick Battle, I noticed that many ships' phasers appear to do absolutely no damage to shields. In most instances, I'd have to use the majority of my torpedos to get through an enemy's shields, and only then would my phasers be effective. I noticed a similar trend even with the Excalibur. It took me a considerably longer amount of time to get through a Ferengi Marauder's shields with my phasers than I would have expected with the most advanced and powerful ship in the Federation arsenal.

-Third, and I think someone mentioned this before, I have an issue with the inaccurate phasers. I like the idea of having phasers that don't always hit their target, but with many ships that I've used so far, I have to be very, very close to an enemy before I could even begin to dream that my phasers would ever hit. I would suggest, if it is possible, that phaser inaccuracy be adjusted so that they are somewhat inaccurate, not totally blind. :D

Other than that, I haven't seen anything else majorly problematic. If you are still up for continuing work on this project, please, let me know so I can give you a hand in testing models. My friends in Starfleet would be more than happy to test out ship models for you. And again, very, very good work so far. Keep it up.

I'll leave my contact info if you wish to contact me.

xFire: dakroth
AIM: dakroth01
Google Talk/Gmail account: Dakroth@gmail.com
Yahoo: SF_Dakroth
WIM: dakroth@live.com

(I know, I have a lot of instant messengers... I use the program Pidgin to connect to all of them (excluding xFire) at once, so if you add me, just add whichever account is the same as whatever program you use. It'll show up.)

Also, if you wish to check out [SF] Starfleet, you can find our main site at starfleets.st and our forums at starfleets.st/vb.

- [SF] Commander Dakroth

Offline JimmyB76

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #41 on: November 14, 2008, 12:52:53 PM »
-Third, and I think someone mentioned this before, I have an issue with the inaccurate phasers. I like the idea of having phasers that don't always hit their target, but with many ships that I've used so far, I have to be very, very close to an enemy before I could even begin to dream that my phasers would ever hit. I would suggest, if it is possible, that phaser inaccuracy be adjusted so that they are somewhat inaccurate, not totally blind. :D
you may want to see these threads:

bc-central.com/forums/index.php/topic,3282.0.html
bckobayashimaru.de/phpBB3/viewtopic.php?f=17&t=1830



however, the thing is that MP requires every script of every player to be the exact same...  so any changes to the script itself made by one person on one end must be exactly the same with everyone else's...
and even then, i cant guarantee it would work out (i never play MP)...  it does work perfectly if you dont wish to play MP tho, this much i can confirm...

[SF] Dakroth

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #42 on: November 14, 2008, 05:31:38 PM »
Thank you for the response. We've made sure that we add these new mods onto clean copies of KM 1.0, so it isn't that. All other mods we've tried work just fine, so I assume there's something in the scripting. I'm no expert, though, so I couldn't say for sure.

Thanks for the links, though.

-Dakroth

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #43 on: November 15, 2008, 03:54:33 PM »
umm,I'd have to play around a bit just to remember all what I did,but I would love to continue on the project. Thanx a bunch for beta testing.

However,I am unsure on most of your problems. Sounds like a script mismatch or something to me. Did you confirm the errors in an offline game as well?

One more thing,when you played online,did the new server tag show up? I had a problem with that,and I was never sure if it worked,seeing as I lacked beta testers. Should be KT1.2 I think instead of KM1.0.

I think the problem with Turkey shoot,is that its based on the single player ship list. I basically made the mod to update just multiplayer, without worrying too much with single player. But I did testing in single player and never came around to any of those weird errors.

I'll have to do some testing next week to see what the problem is,but I dont see why the Excalibur should have gimped phasers.

If any knowledgable people have any info on the problems,let me know how to fix them and I can make a new patch release. I am kinda busy,so I probably cant fool with much untill Wednesday.

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #44 on: January 26, 2009, 08:01:12 PM »
I fixed a few more things and uploaded it, now at version KT1.3 (KT stands for Kobiyashi Maru Teeth balance btw)

I just submitted it to BCfiles,so its not up yet,but you can use this link. Ill update the original post with the new version once the BCfiles link is up

http://files.filefront.com/km+rebalance+teeth+13zip/;13072862;/fileinfo.html

EDIT- original post now has BC files link

JamesTSchuerk

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #45 on: August 24, 2009, 01:51:59 PM »
Hi Teeth,

I have tested your Rebalance version 1.3 extensively now, and I can only gratulate you for the good work. KM 1.0 has a definite balancing problem, and I don?t play multiplayer for that reason, only quickbattle.

If you allow, I have a detailed feedback regarding the individual ships.

First off, Galor, Keldon and so on, they are wonderful. I like to play the Cardies, so finally these ships are not just decoy targets anymore.

I also like for example your Dominion Battlecruiser or the Neg`Var. You overall have increased the turning speed of all ships and the tropedo speed, which makes the game more fastpaced, which is good :-).

Now to the things that could be adjusted even more, from my humble prespective.

Dominion Battlecruiser needs more than 1 repair team, for a ship of that size.

Dominion Bug attack ship ->Tropedo reload down to 30 sec. (it is 40 sec. and takes endless)

The Dominion Battleship is just a sitting duck, needs better turning speed. (I could take it out with a Defaint just staying behind it, receiving almost no hits at all).

The K?Tinka is much too powerful, needs adjustment of it?s disruptor cannons and propably, turning speed.

The Nebula class is too strong, especially the phasers you gave her.

The Praetor should be stronger, I expect it to be a Romulan heavy cruiser, equal or better than a Firehawk.

The Romulan Warbird is just a sitting duck, needs major balance. Perhaps offensive weapons down, but turning speed up so it can more than match a galaxy class.

The Hutet could need more aft tropedoes, more than four.

I like to fiddle with the hardpoints myself, so I have done some work to rebalance some of the issues I have spoken of. If you want, I can send you the hardpoints. That is, if you are still interested in making a possible 1.4 version of this mod.

I very much enjoy how you modded KM 1.0, and would be willing to help with Beta testing and hardpointing. Have you modded other of your personal installed ships aswell? It would perhaps be interesting to put more balanced ships into KM 1.0.

Best Regards
JamesTSchuerk

teeth_03

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #46 on: September 01, 2009, 10:04:38 PM »
I have plans to work on this again,if I can motivate myself

I am gonna redo my balance chart and rebalance a lot of stuff [again]

Theres too much of a gap between ships of different sizes, the gap needs to be closed so smaller ships can have a chance at bigger ships,of the pilot has some skills.

But actually,the big ships are supposed to be slow,btw

commander1234

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #47 on: December 12, 2009, 07:50:08 PM »
how can i get thie thing to work the km 1.0 i download it like it said made a copy and put it in the folder like it said now it still does not work i just got the game and i have no idea what to do can someone give me a like how how to do it right  cuz i cant fight online still i get it right every one else is usein this update and cant get on any of them

Offline Nebula

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #48 on: December 12, 2009, 08:15:20 PM »
what do you mean everyone else is using this update online?? most use the stock KM 1.0 mod.
Canon is what people argue exists on ships that don't exist.

commander1234

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #49 on: December 13, 2009, 01:30:59 AM »
i know thats what im useing how do i get it to work i cant get to any other games when i fight online it keeps saying file miss match when i do

Offline Nebula

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #50 on: December 13, 2009, 01:33:00 AM »
 really you should post about this in the tech support forum... that's where this issue should really go.

while there post how you installed everything i.e. the order.
Canon is what people argue exists on ships that don't exist.

commander1234

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #51 on: December 13, 2009, 01:36:35 AM »
how do i install it thats what im asking? i download it and im not sure how to get it on there

Offline Nebula

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Re: Teeths Rebalance to KM1.0 (WIP)
« Reply #52 on: December 13, 2009, 10:09:58 AM »
copy the main folders data, scripts, and sfx from the KM folder into a clean BC with 1.1 patch installed.
Canon is what people argue exists on ships that don't exist.