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Author Topic: PSA: How to re-balance your mod for 0.6.2a  (Read 1773 times)

Uomoz

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PSA: How to re-balance your mod for 0.6.2a
« on: January 20, 2014, 04:25:34 AM »

Alex changed some key values in the latest patch, mostly regarding CR.

From the changelog:

- Halved deployment cost and CR recovery rate (i.e. supply cost and recovery time remain the same, more deployments are possible).
- "Repair cost" in ship_data.csv now includes full repairs to both armor and hull. You'll want to double all the values for the costs to remain as they were.

Basically, you just need to edit ship_data values like this:

x2 "repair cost" values.
1/2 "repair %/day" and "CR to deploy" values.
Fighters needs some sensible values in the "repair cost" column, not 1 (like a talon, 10).
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ValkyriaL

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Re: PSA: How to re-balance your mod for 0.6.2a
« Reply #1 on: January 20, 2014, 05:14:27 AM »

Quote
1/2 "repair %/day" and "CR to deploy" values.

Can't those stay the same? ???
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Erick Doe

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Re: PSA: How to re-balance your mod for 0.6.2a
« Reply #2 on: January 20, 2014, 08:40:53 AM »

Quote
1/2 "repair %/day" and "CR to deploy" values.

Can't those stay the same? ???

Of course. But those ships are going to be twice as expensive to deploy and half as expensive to repair in comparison to vanilla.
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ValkyriaL

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Re: PSA: How to re-balance your mod for 0.6.2a
« Reply #3 on: January 20, 2014, 09:39:41 AM »

i did double my repair cost, since it will basically be the same, but seeing as many of my ships are slightly stronger, and it was low to begin with, id love to keep their CR to deploy the same.

and how would they be half as expensive to repair? if it stays as it was, wouldn't that make it more expensive?
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Talkie Toaster

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Re: PSA: How to re-balance your mod for 0.6.2a
« Reply #4 on: January 20, 2014, 09:59:27 AM »

i did double my repair cost, since it will basically be the same, but seeing as many of my ships are slightly stronger, and it was low to begin with, id love to keep their CR to deploy the same.

and how would they be half as expensive to repair? if it stays as it was, wouldn't that make it more expensive?
The cost in 6.1 was to repair the hull OR armour fully. So to repair hull AND armour to 100% cost 2x[repair cost].
The cost in 6.2 is the cost to repair the hull AND armour fully.

As far as I understand.
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