wakystuf / ESG-Mod

An Endless Space 2 balance and overhaul mod
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Penis branch #1386

Closed captaincobbs closed 1 year ago

captaincobbs commented 1 year ago

Penis branch

wakystuf commented 1 year ago

What is the reason to change the Sci and Mil T6 laws to 28% from 30%?

captaincobbs commented 1 year ago

What is the reason to change the Sci and Mil T6 laws to 28% from 30%?

I tried it a bunch in multiplayer but it was frustrating how powerful the militarist bonus was when it was so general, it was way too close to the Pacifist bonus, which is very specific. Pacifists should have the advantage when defending, that was the entire point of the law being designed that way. As it was currently, it was just cancelling out the militarist bonus.

I tested a bit in multiplayer and it just felt right, wasn't a huge change but I felt a little difference.

wakystuf commented 1 year ago

I think your T1 religious tooltip already was written that way; I just made them match, right?

captaincobbs commented 1 year ago

Oh, no you're right, I thought you were doing it to the normal law not the republic version.

wakystuf commented 1 year ago

This looks good, except aren't you doing the same thing twice with the hangar effect with these 2 lines? <Modifier TargetProperty="BonusManpowerLimit" Operation="Addition" Value="0.15" Path="ClassShip" TooltipHidden="true"/> <BinaryModifier TargetProperty="AdditionalGroundBattleManpowerLimit" Operation="Addition" Left="0.15" BinaryOperation="Multiplication" Right="$(MaximumShipManpower)" Path="ClassShip" SearchValueFromPath="true" TooltipHidden="true"/>

Arpharnator commented 1 year ago

iirc BonusManpowerLimit is the ship's bonus storage AdditionalGroundBatleManpowerLimit would be the deployment cap.

captaincobbs commented 1 year ago

BonusManpowerLimit is a property I made that specifically takes the bonus max manpower (with the 0.15 being the % bonus added to max crew used for the math) and adds it to AdditionalGroundBattleManpowerLimit (separately), and then the +15% AdditionalGroundBattleManpowerLimit is just overall. It's a bit of a weird effect but it just feels right.

wakystuf commented 1 year ago

Right but I'm saying those do the same thing effectively (both are +15% max MP, for a total of +30%)?

captaincobbs commented 1 year ago

I see what you're saying, yeah if you have 40 Crew manpower you'd effectively just get +12 deployment limit. Might as well just simplify it.

captaincobbs commented 1 year ago

Branch finished, lmk when its merged and added to the live version

Arpharnator commented 1 year ago

note that you have Boreal and Jungle with 1 food so change that first

wakystuf commented 1 year ago

I fiddled with the planet values to balance all of them at 20, and then 30 for gas. If this works for you guys, go ahead and merge

captaincobbs commented 1 year ago

Seems fine to me, I'm going ahead and merging.