D2k balancing
Gather a balancing team
I agree with Crashalot here, Trikes are overpowered. The problem is that they can take out harvesters very easily early in the game. Obviously, turrets are not going to defend your harvesters, quats and rocket infantery need an Outpost, and rifleman get slaughtered. The only way to defend against Trikes is making Trikes.
recreate the "original rules" ... then we test it .... then we decide all together what has to be changed in order to keep the "original d2k"-gameplay but fixing multiplayer-balance issues ...
i dont touch this thing unless the rules are as close as possible to the original
we have pretty good rts-player with a good nose for balance-issues
Unit158 allready going the right direction
i dont touch this thing unless the rules are as close as possible to the original
we have pretty good rts-player with a good nose for balance-issues
Unit158 allready going the right direction
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released the first version of my d2k revision. its a separate test build now. so you do not need to overwrite the old d2k mod files.
https://www.dropbox.com/s/l80vt74355lnz ... vision.zip
Changelog:
https://www.dropbox.com/s/ajqmiyx33lccf ... gelog.docx
https://www.dropbox.com/s/l80vt74355lnz ... vision.zip
Changelog:
https://www.dropbox.com/s/ajqmiyx33lccf ... gelog.docx
Last edited by Sircrashalot on Fri Mar 14, 2014 5:36 pm, edited 1 time in total.
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I don't think making raiders weaker is a good idea. The key to house Ordos is speed, and making a key unit weaker would reduce their effectiveness significantly. The unique unit (Deviator) for house Ordos isn't even used actively in gameplay except to counter Devastators, and that leaves the Raider and the Combat Tank as the Houses defining features (unless you count not being able to construct Missile Tanks, which is not in their favor either).
As a fan of Dune 2000, I'm open to changes to improve the game, but I think radical changes should be avoided if possible. If you want to encourage the use of infantry units, I think removing the ability to crush infantry with most heavy units would greatly increase the effectiveness of light infantry. Being able to queue infantry together is already a very large change that helps promote their use, as in the original game it was annoying and tedious to constantly construct them.
As a fan of Dune 2000, I'm open to changes to improve the game, but I think radical changes should be avoided if possible. If you want to encourage the use of infantry units, I think removing the ability to crush infantry with most heavy units would greatly increase the effectiveness of light infantry. Being able to queue infantry together is already a very large change that helps promote their use, as in the original game it was annoying and tedious to constantly construct them.
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I have and there are so many things missing from the regular game that it's almost not worth mentioning. Those issues need to be resolved before anything of the sort should be discussed.Sircrashalot wrote: ↑Have you played OpenD2k yet? In its current version? You would not talk like that about the Raider problem if you would have. If you are up for a game just msg me.
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It shouldn't be a 1:1 copy but it should also be somewhat like the original.Sircrashalot wrote: ↑Well i am not going for a 1:1 copy of d2k. At first there is dune200 online and second you can create the 1:1 copy yourself if you want. I guess i am calling my project d2k revision anyway. If someone comes up with a better name tell me please!
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I am not going to do that, but feel free to continue d2k development. No offense but did you even try the first build of my version? And yes i know there is still alot missing.gruntlord6 wrote: ↑It shouldn't be a 1:1 copy but it should also be somewhat like the original.Sircrashalot wrote: ↑Well i am not going for a 1:1 copy of d2k. At first there is dune200 online and second you can create the 1:1 copy yourself if you want. I guess i am calling my project d2k revision anyway. If someone comes up with a better name tell me please!
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"finished" version.
new testbuild uploaded Version 19032014-2
new testbuild uploaded Version 19032014-2
- Attachments
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- chem trooper.gif (31.21 KiB) Viewed 9652 times
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- d2krevision19030214.zip
- (633.4 KiB) Downloaded 301 times
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Hope i was able to fix the crash the carryall caused.
- Attachments
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- d2krevision20032014-2.zip
- (633.4 KiB) Downloaded 344 times
Dune 2000 Revision Mod at Version test build 20032014-2
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.InvalidOperationException`: Unit `fire2` does not have all sequences defined.
at OpenRA.Graphics.SequenceProvider.GetSequence(String unitName, String sequenceName)
at OpenRA.Graphics.Animation.PlayRepeating(String sequenceName)
at OpenRA.Mods.RA.Effects.Bullet..ctor(BulletInfo info, ProjectileArgs args)
at OpenRA.Mods.RA.Effects.BulletInfo.Create(ProjectileArgs args)
at OpenRA.Mods.RA.Armament.<CheckFire>c__AnonStorey58.<>m__3()
at OpenRA.Mods.RA.AttackBase.ScheduleDelayedAction(Int32 t, Action a)
at OpenRA.Mods.RA.Armament.CheckFire(Actor self, AttackBase attack, IFacing facing, Target target)
at OpenRA.Mods.RA.AttackBase.DoAttack(Actor self, Target target)
at OpenRA.Mods.RA.Activities.Attack.InnerTick(Actor self, AttackBase attack)
at OpenRA.Mods.RA.Activities.Attack.Tick(Actor self)
at OpenRA.Traits.Util.RunActivity(Actor self, Activity act)
at OpenRA.World.Tick()
at OpenRA.Game.TickInner(OrderManager orderManager)
at OpenRA.Game.Tick(OrderManager orderManager)
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)
Occurred when testing the flamethrower.
Trikes are nearly useless now, three riflemen shouldn't be able to simply dispatch a trike. Heavy troopers beat everything and ornithopters are also really overpowered. Three shouldn't destroy a refinery in a matter of seconds
Art could use some work
When you get time, be sure to include original artwork for the units - they don't fit with the rest of the style in the latest version.
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 2.0.50727.5477
Exception of type `System.InvalidOperationException`: Unit `fire2` does not have all sequences defined.
at OpenRA.Graphics.SequenceProvider.GetSequence(String unitName, String sequenceName)
at OpenRA.Graphics.Animation.PlayRepeating(String sequenceName)
at OpenRA.Mods.RA.Effects.Bullet..ctor(BulletInfo info, ProjectileArgs args)
at OpenRA.Mods.RA.Effects.BulletInfo.Create(ProjectileArgs args)
at OpenRA.Mods.RA.Armament.<CheckFire>c__AnonStorey58.<>m__3()
at OpenRA.Mods.RA.AttackBase.ScheduleDelayedAction(Int32 t, Action a)
at OpenRA.Mods.RA.Armament.CheckFire(Actor self, AttackBase attack, IFacing facing, Target target)
at OpenRA.Mods.RA.AttackBase.DoAttack(Actor self, Target target)
at OpenRA.Mods.RA.Activities.Attack.InnerTick(Actor self, AttackBase attack)
at OpenRA.Mods.RA.Activities.Attack.Tick(Actor self)
at OpenRA.Traits.Util.RunActivity(Actor self, Activity act)
at OpenRA.World.Tick()
at OpenRA.Game.TickInner(OrderManager orderManager)
at OpenRA.Game.Tick(OrderManager orderManager)
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)
Occurred when testing the flamethrower.
Trikes are nearly useless now, three riflemen shouldn't be able to simply dispatch a trike. Heavy troopers beat everything and ornithopters are also really overpowered. Three shouldn't destroy a refinery in a matter of seconds
Art could use some work
When you get time, be sure to include original artwork for the units - they don't fit with the rest of the style in the latest version.