Author Topic: Supermod v3 rebalancing?  (Read 1837 times)

Offline brandx0

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Supermod v3 rebalancing?
« on: July 08, 2011, 07:54:01 PM »
Hey there, I've been trying out Supermod V3 and I've noticed some real balancing problems, notably when first meeting the Sovereign.  As soon as the Romulans de-cloak I'm subjected to a flurry of hails from the sovereign's damage status, and by the time I've gone through 30 seconds to a minute or so of this, one of the Klingons is destroyed and I'm relieved of command.  I haven't even been able to target anything, let alone give any orders.

I've read on the filefront comments about people having similar issues, and I'm wondering if there's any way I can use the supermod as a graphics-only mod, while retaining the original balancing of the game.  Perhaps someone could point me to the changed files dealing with the game balance that I could replace with the default retail ones?  If not, perhaps someone could suggest another mod that would allow me to play the single player campaign with updated graphics that is free of these balancing issues?

Thanks in advance, and I hope I haven't posted this in the wrong forum.  

P.S.  Just to confirm, the KM Mod is not at all compatible with the single player campaign, correct?  If it was, I'd be happy to use that instead!  If not, oh well...

Offline TheConstable6

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Re: Supermod v3 rebalancing?
« Reply #1 on: July 09, 2011, 12:01:05 AM »
I'm pretty sure the Supermod is only to be used under the difficulty level of First Officer...that's just the way CR balanced it.

Any of the more senior members of this forum feel free to correct me if I'm wrong.
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 To strive, to seek, to find, and not to yield.

Offline brandx0

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Re: Supermod v3 rebalancing?
« Reply #2 on: July 09, 2011, 12:12:08 AM »
Yeah, I am using it on First Officer difficulty, it's not a matter of lack of skill either.  My ship would not even be able to reach the target before the klingons die

Offline FarShot

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Re: Supermod v3 rebalancing?
« Reply #3 on: July 09, 2011, 12:35:43 AM »
The way I got past that level with Supermod was to park the Dauntless in between the Sovereign and where I knew the Romulans would decloak.  I took a lot of damage, but at least they didn't get destroyed, and I was able to barely finish the level. :idk:

Offline ACES_HIGH

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Re: Supermod v3 rebalancing?
« Reply #4 on: July 09, 2011, 02:29:15 AM »
Hey there, I've been trying out Supermod V3 and I've noticed some real balancing problems, notably when first meeting the Sovereign.  As soon as the Romulans de-cloak I'm subjected to a flurry of hails from the sovereign's damage status, and by the time I've gone through 30 seconds to a minute or so of this, one of the Klingons is destroyed and I'm relieved of command.  I haven't even been able to target anything, let alone give any orders.

I've read on the filefront comments about people having similar issues, and I'm wondering if there's any way I can use the supermod as a graphics-only mod, while retaining the original balancing of the game.  Perhaps someone could point me to the changed files dealing with the game balance that I could replace with the default retail ones?  If not, perhaps someone could suggest another mod that would allow me to play the single player campaign with updated graphics that is free of these balancing issues?

Thanks in advance, and I hope I haven't posted this in the wrong forum.  

P.S.  Just to confirm, the KM Mod is not at all compatible with the single player campaign, correct?  If it was, I'd be happy to use that instead!  If not, oh well...

yeah KM is only designed to work in QB and MP, it doesn't work in SP.

Unfortunately, CR changed so much of the game that the original Hardpoint files would need to be extensively modified to work with the supermod.  Nearly every ship in the game has been completely replaced, it's not a matter of dropping the original HPs back in.

Offline brandx0

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Re: Supermod v3 rebalancing?
« Reply #5 on: July 09, 2011, 02:05:36 PM »
Right, so perhaps I should be asking the question of whether there are any mods that are simply graphics and sound upgrades? 

Offline Nebula

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Re: Supermod v3 rebalancing?
« Reply #6 on: July 09, 2011, 02:39:51 PM »
yes there are plenty of those
Canon is what people argue exists on ships that don't exist.

Offline brandx0

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Re: Supermod v3 rebalancing?
« Reply #7 on: July 09, 2011, 02:42:52 PM »
Okay, could anyone point me in the right direction then?  I've browsed around filefront site, and I've seen nothing else in terms of an overall graphics mod that works with single player other than Supermod, with the aforementioned balancing problems.

Offline Psyco Diver

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Re: Supermod v3 rebalancing?
« Reply #8 on: July 28, 2011, 01:29:00 PM »
I was working on a rebalance a while back using the stock BC balance as a starting point, it was going great and I was about finished doing some last tweaking, then I did something somewhere and the game stopped working, I just kept getting the black screen of death. I took a break from it and never got back to it. If you feel your up to figuring the problem and finishing it your more than welcome to it

Offline ACES_HIGH

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Re: Supermod v3 rebalancing?
« Reply #9 on: July 28, 2011, 03:02:56 PM »
the SNS galaxy pack will replace the Galaxy class ships in the campaign without seriously damaging it, but there really isn't anything on the scale of BCSupermod that works.  Your best bet is to rebalance it yourself, try finding ships that you have trouble beating, like the warbirds, and reducing the damage of their weapons.  Be careful though, later in the game, you'll get one fighting along side you as an ally, so don't reduce it too much.

Offline Saquist

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Re: Supermod v3 rebalancing?
« Reply #10 on: July 30, 2011, 03:03:16 AM »
Heres what I  know.

Galaxy should be twice the shields of an Ambassador class
Intrepid is likely the same fire power as Galaxy with slightly less shields
Lakota took 20 percent off per shot on Defiant's port shield (front shield MAY be stronger)  This is likely Sovereign's firepower
Defiant withstood an estimated 24 shots from the disrupters of a Vorcha class captial ship with no shields for two minutes (ablative armor rating)
Defiant destroys attack ships in 3 shots
Defiant destroys birds of breys in 4 shots
Concentrated Intrepid phaser fire and 2 torpeodes to the aft section of a Kazon Mother ship will destroy said ship.
Lakota's shields collapsed around the same time as Defiant's

Yesterdays Enterprise
3 Alternate reality KVORT Battle cruisers fire 17 shots on Enterprise's forward shield in opening salvo and Data reports the shields are holding
Kvort takes 5 torpedoes to forward shield for moderate damage.  4 more shots from the KVORT leads to damage. Shields remain holding. 2 more shots leads to damage of the antimatter containment Generator. Concentrated fire on the lead Kvort destroys it. 5 more shots leads to heavy casualties, disabling of the Navigational Sensor array.  another shot leads to Enterprise's shield to "buckling".  Enterprise takes another 20+ shots with shields down.  Hull intact, ship disabled.

Intrepid can disable the shields of Borg ship of comparable equal size in 2 shots.
Defiant disables the warp engines of  a Galor in 8 phaser shots and gives heavy damage to tail section with 6 quantums
Sovereign destroys a Sphere with 4 Quantums

Just some of the ratings

Offline ACES_HIGH

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Re: Supermod v3 rebalancing?
« Reply #11 on: July 30, 2011, 04:05:57 AM »
the problem with stats like that is these figures tended to vary from one episode to the next, based on whatever the story dictated.

Offline Saquist

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Re: Supermod v3 rebalancing?
« Reply #12 on: July 30, 2011, 07:06:05 AM »
The truth is many of the situations never happen again (except in DS9) but there will aways be anomolies and DS9 is usually the source of them.

Like a runabout's fire power and shield power fluctuate wildly.
Early on Runabouts couldn't take a single shot from a Peregine without being disabled
Then suddenly in Jem'Hadar they take a repeated pounding from a ship that was 10 times larger and had just put down a Galaxy class vessel.
Then when Weyoun defects we see the Almighty Rio Grand actually wound an attack ship when the 2 runabouts in Jem'hadar couldn't even damage one.

Even worse we never see another Federation ship fire on a Dominion ship the entire war (besides Defiant) So it's hard to rate dominion ships.

But Defiant has been pretty consistent in that class.
In Defiant's Death the ship took some 20 + shots before it was destroyed.
In Way of the Warrior it took 24 shots with the armor
In Valiant the ship take 30 plus shots with out shields before being destroyed.
That makes a really good baseline for the class.

Galors have shown a considerable weakness to the Galaxy Class Starship

The Klingons vs Attack ships is a bit sketchy though.
But we know there may be exaggeration or missing information here since no Bop has ever taken down Defiant in any where close to 3 shots as Martok did. 


But this makes it possible to put together some pretty good tiers of fire power and defensive strength.

Offline FarShot

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Re: Supermod v3 rebalancing?
« Reply #13 on: July 30, 2011, 05:09:06 PM »
Saquist you are so pro at analysis of Star Trek.  You could probably run a website as in depth or more so than Bernd Schneider's Ex Astris Scientia. :thumbsup:

Offline Commander_One

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Re: Supermod v3 rebalancing?
« Reply #14 on: August 01, 2011, 01:14:00 AM »
Go into the hardpoints and beef up the 'player' ship's hull, shields, etc... It works and you can really enjoy the supermod.  It's a really great mod, once you can actually survive more than a couple torpedo hits :)