Bug? Game Pacing badly balanced!!!

Game Pacing is just a +/-25-50% modifier on research or production... this modifier are basically a standard modifier. This basically means it effect the game very little.

 

We need a real modifier that actually modify the RAW value of each category outside of any other values.

 

Otherwise this option make no sense what so ever!?!

 

EDIT!  I change the content of this post a bit...  :)

15,667 views 4 replies
Reply #1 Top

I just did a bit of testing, since it seemed like that could be a solution to one of my problems. I found that ProductionPoints affects Manufacturing AND Research (and Income).

Basically - Production is different to Manufacturing and Research. It's literally the production that the colony can output (which then gets split amongst manu/res/eco )

 

 

I have a solution that works for research rate, but I wasn't sure what to do about manufacturing.

What I've done is instead of modifying PacingDefs, which I couldn't get to change total research, I made a bunch of Ship components that can affect total Research. When you start the game, you can go into a shipyard and make a ship with a customizable research modifier. If you find you're researching things too fast, you can just make another ship with more modules. Or too slow, boosting modules. It allows for some rather nice flexibility (if I do say so myself) without having to change pacing and start a new game.

I'll try it with various manufacting things again, though I doubt it'll work.

I'll be releasing that mod when Beta 6 comes out.

Reply #2 Top

Yes I know... but effecting money income is not very good because you need to also lower all maintenance values to half as well.

 

We need a real pacing option... ;)

Reply #3 Top

Hmm, you could modify ColonyNetIncome to offset that, but that would affect Tourism too, which isn't affected by ProductionPoints...

Or maybe just adjust all maintenance in pacing. Trouble is that trades are valued at certain incomes, and you wouldn't want to make it so much harder (or would you, that's a thought)

Reply #4 Top

Until it is changed (if ever)... I think the most straight forward is to just make everything more expensive to build and research.

 

Pretty easy to do with a script or small application so you don't have to do it all manually. That would make the game balance less affected overall.