Balance mod

xenotype
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Balance mod

Postby xenotype » Fri 12 Sep 2014 01:06

EDIT2****
New Release Version 1.2 for RDv585:
http://www.mediafire.com/download/3njeunlmrumiulu/balancemodv12.rar

Replace the NDF_Win.dat after making a backup in Wargame Red Dragon\Data\WARGAME\PC\430000585.

- Googledoc updated with all changes

Highlights:
- Starting points on 1v1, 2v2, 3v3 maps increased up to 4000
- Cat B and Cat C availability bonuses from ALB returned and replaced the activation point bonus for deck restriction
- Artillery reworked to make non-top tier arty useful
- Small Redfor T55, T62 buffs to match recent M60/Leo1 buffs
- Significant changes to NK infantry to make them more competitive and interesting
- NK tanks, IFVs, and artillery buffed/priced fairly relative to other units
- Armored decks get +1 support and +1 logistic slots to make them viable
- A mild version of orcbuster's AT changes has been incorporated
- 10 man rangers
- LAV25 and BTR90 returned as transports
- F14 moved to airtab
- MI8 prices returned to DLC1 patch prices
- BTR-T buffed
- BMP2 prices made reasonable
- Vehicle recoilless rifles made not worthless

All changes with rationale are detailed in the google doc below.

I have made a small balance mod. I am going to keep it small so that I can keep it updated patch to patch. I'll keep a google doc with all of my changes for each version. I have also included increased starting points options for 1v1,2v2, and 3v3 maps. As Eugen continues to fix the balance problems that exist, my mod should shrink. Each patch gets a bit better.

I like Uralgraznomod, but the changes are too aggressive over the base game for Eugen to realistically include them in further patches and too radical a departure from the base game for many to play it. The changes I make will be minor and largely based solely on balance discussions that reach some level of consensus in the main forums. I won't include something that one fanboy wants or that is clearly bad for gameplay.

Feel free to make suggestions or criticize any of my proposed changes. I don't really care if you use my mod or not but I'll release it if anyone wants it.

Things I won't do:
1. Change aircraft loadouts. It takes forever to do, and must be redone everytime the game is patched
2. Change individual stats for an entire category of units. This takes forever and has to be redone. I'll reconsider if the mod suite makes this faster in the future. Changing stats for a single weapon used by many units is much easier to do.
3. Change entire units to a different unit. Takes forever, etc.
4. Make any change that is opposed by a significant number of comments on the forums.
5. Make substantial changes to units available in deck specializations. I might try to fix the current recon bug, but beyond that it is too time consuming.
6. Remove entire units from the game.

Here's a google doc of my changes:
https://docs.google.com/spreadsheets/d/1or5y4rOOiIn9gvOwjkzG-aRGCwG88iYTtgwlP52Zk1g/

Blufor cheap tanks got some huge buffs, but redfor cheap tanks were left untouched in the last two major patches. That's my main focus currently. My other main focus is making some adjustments to fix the things Eugen has done to make NK a completely uncompetitive choice. The last goal outside of misc. tweaks is to include a toned down version of orcbuster's AT changes which mainly provides deserved buffs to RPG7 and carl G. The stretch goals are the manpads idea currently being discussed in the main forum. If someone wants to help me and is willing to stick to the game plan (and knows how to work the mod suite), perhaps we can set up some kind of an SVN and make broader changes. The overall goal is limited scope with the hope Eugen will pick up as much of this as possible, or at least make changes that achieve similar outcomes in terms of making many of the hundreds of worthless units usable.

I am willing to make competitive gameplay focused changes if there is interest from talented players, like a compmod found in many other games.
Last edited by xenotype on Sat 20 Sep 2014 05:07, edited 11 times in total.

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The W:AB Noob
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Re: Balance mod

Postby The W:AB Noob » Fri 12 Sep 2014 06:03

xenotype wrote:I am going to make a small balance mod. I am going to keep it small so that I can keep it updated patch to patch. I'll keep a google doc with all of my changes for each version. I'm going to release the mod sometime this weekend, hopefully tomorrow. I am also going to include increased starting points options for 1v1,2v2, and 3v3 maps. As Eugen continues to fix the balance problems that exist, my mod should shrink. Each patch gets a bit better.

I like Uralgraznomod, but the changes are too aggressive over the base game for Eugen to realistically include them in further patches and too radical a departure from the base game for many to play it. The changes I make will be minor and largely based solely on balance discussions that reach some level of consensus in the main forums. I won't include something that one fanboy wants or that is clearly bad for gameplay.

Feel free to make suggestions or criticize any of my proposed changes. I don't really care if you use my mod or not but I'll release it if anyone wants it.

Things I won't do:
1. Change aircraft loadouts. It takes forever to do, and must be redone everytime the game is patched
2. Change individual stats for an entire category of units. This takes forever and has to be redone. I'll reconsider if the mod suite makes this faster in the future. Changing stats for a single weapon used by many units is much easier to do.
3. Change entire units to a different unit. Takes forever, etc.
4. Make any change that is opposed by a significant number of comments on the forums.
5. Make substantial changes to units available in deck specializations. I might try to fix the current recon bug, but beyond that it is too time consuming.

Here's a google doc of what I am planning so far:
https://docs.google.com/spreadsheets/d/1or5y4rOOiIn9gvOwjkzG-aRGCwG88iYTtgwlP52Zk1g/

Blufor cheap tanks got some huge buffs, but redfor cheap tanks were left untouched in the last two major patches. That's my main focus currently. My other main focus is making some adjustments to fix the things Eugen has done to make NK a completely uncompetitive choice. The last goal outside of misc. tweaks is to include a toned down version of orcbuster's AT changes which mainly provides deserved buffs to RPG7 and carl G. I should be able to have this out tomorrow. The stretch goals are the manpads idea currently being discussed in the main forum and the light howitzer fix that came up a while back. These will take more time to do, but I might be able to get them in. If it ends up being more time consuming than I plan, then I'll only apply these to NK. Basically, I have to be able to mod all of this out in under a couple hours so I can update it relatively quickly after each patch as I am a very busy person. If someone wants to help me and is willing to stick to the game plan (and knows how to work the mod suite), perhaps we can set up some kind of an SVN and make broader changes. The overall goal is limited scope with the hope Eugen will pick up as much of this as possible, or at least make changes that achieve similar outcomes in terms of making many of the hundreds of worthless units usable.


Well it looks like you have a very good understanding or Wargame Modding already and that you have done some before. I like your Google Docs changelog, I never though of making a table. I only worry that you will be able to keep it updated patch to patch, but look who's talking... :roll:
W:RD Sandbox Mod 5.4.3 Click -> Image

xenotype
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Re: Balance mod

Postby xenotype » Sun 14 Sep 2014 03:16

Updated main post with release 1 for RD version 585 and googledoc changelog.

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Halfbodied Jish
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Re: Balance mod

Postby Halfbodied Jish » Mon 15 Sep 2014 21:40

This is what I like to see. All bus in one way or another. I'll have to check this out. The starting options changes are what I really like.
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xenotype
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Re: Balance mod

Postby xenotype » Tue 16 Sep 2014 02:18

A small update v1.1:
- I buffed the Chieftain line to bring them in line with most other tanks with a few small tweaks so that commonwealth(mostly UK without Leo2s) no longer suffers under mediocre medium tanks. I mostly increased range as the Chieftain line IRL was known for excellent range in the time period.
- F14 set to 2 cards of 1 hardened, same as Mig31M to prevent spam
- Changed ALB style availability bonuses for cat B/C decks to 30/60% respectively so they aren't too spammy
- Blowpipes now are all 10 man squads with MG and infantry stats/transports
- Minor bugfixes

Changes again detailed at the bottom of the google spreadsheet.

If people are interested, I can start a steam group to organize balance mod games.

xenotype
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Joined: Fri 21 Mar 2014 06:53
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Re: Balance mod

Postby xenotype » Sat 20 Sep 2014 05:07

New version 1.2:
- Delta Force loadout changed to M60 Shorty and CG M2, price to 30pts, blackhawk available as transport.
- Rapier FSA set to 40pts with 8/6 availability to improve Commonwealth anti-plane
- Afganski returned to 4000rds.
- UAZ Faktoriya 15pts

Doc and link updated.

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