Difference DN 4.60 to GoDIIR4

Discussion / Announcement area for Good Old Days II Core development.
Gappy
Posts: 461
Joined: Wed Nov 08, 2006 7:35 pm

Post by Gappy »

In the interest of helping people going from DN 4.60 to GoD II, I've created an extensive log of differences involving ALL changes between DN 4.60 and God II.

Code: Select all

-- Factions --
  * No Technoflux
  * No Phoenix
  * No Ga'Taraan

-- Weapon/Armor classes --
  * Gattlg Gun damage against heavy armor lowered from 75% to 31.25%
  * Gattlg Gun damage against extra heavy armor lowered from 50% to 25%
  * Util cannon damage against heavy armor lowered from 50%  to 31.25%
  * Mini-gun damage against heavy armor lowered from 50% to 31.25%
  * Mini-AC damage against medium armor decreased from 85% to 75%
  * Mini-AC damage against heavy armor lowered from 50% to 31.25%
  * Mini-AC damage against utility armor lowered from 50% to 25%
  * Mini-AC damage against lt/med shields decreased from 75% to 50%
  * Mini-AC damage against lt base shields decreased from 75% to 50%
  * Mini-AC damage against large shields decreased from 75% to 50%
  * Galv Blstr damage against heavy armor decreased from 400% to 170%
  * Galv Blstr damage against extra heavy armor decreased from 400% to 170%
  * Galv Blstr damage against large shields decreased from 300% to 180%
  * Nanite healing for heavy armor decreased from 75% to 60%
  * Nanite healing for extra heavy armor increased from 50% to 60%
  * EMP Missile damage against large shields decreased from 100% to 20%
  * EMP Cannon damage against minor base shields increased from 50% to 66%
  * Skyripper damage against heavy armor decreased from 250% to 190%
  * Skyripper damage against extra heavy armor decreased from 200% to 170%
  * Skyripper damage against large shields decreased from 150% to 100%

-- Turrets (Skycap / AC, not including mini-AC)
  * Turret damage against extra heavy decreased from 40% to 25%

-- Anti-capship weapons (Disruptor, Killers, Hvy pods, Killer Swarm)
  * Anti-capship damage against medium armor decreased from 160% to 150%
  * Anti-capship damage against heavy armor decreased from 400% to 190%
  * Anti-capship damage against extra heavy armor decreased from 400% to 170%
  * Anti-capship damage against large shields decreased from 300% to 180%

-- Small-Craft weapons (Snipers, Combat Drones, Seekers, Dumbfires, Hunters, Hunter Killers,)
  * Damage against heavy armor decreased from 133% to 100%
  * Damage against extra heavy armor decreased from 100% to 80%

-- Constructors / Drones --
  * Tower cost increased from 1000 to 1500
  * Tower hitpoints increased from 200 to 250
  * Towers now have a finite amount of ammo
  * Miner/Enh/Adv signature reduced from 225/200/175% to 175/150/125%

-- Garrison/Starbase --
  * Heavy scout cost reduced from 10000 to 7500
  * Heavy scouts no longer require a techbase
  * Heavy scouts missile are now Dual-loading instead of quick-loading
  * Heavy scout scan range reduced from 3000 to 1600
  * Heavy scout HP decreased from 250 to 225
  * Heavy scouts can now mount Heavy Nanite repair guns
  * Gunship scanners increased from 1600 to 2000
  * Gunships no longer carry boosters
  * Non-Rix Gunships now mount 2 gatt/dis instead of one mini-AC
  * Light booster 1/2 are now in the Expansion
  * Light booster 1/2 research cost increased from 2500 to 5000
  * Countermeasure/Hvy Countermeasure strength decreased by 33%
  * Skycap damage is now 75% in AoE, instead of 50% AoE, 50% direct damage
  * Small Shield 2 added to the treasure list
  * Aleph res explosion time reduced from 15s to 10s
  * Aleph res 2/3 no longer exist
  * Aleph res removed from the treasure list
  * Quickfires no longer exist

-- Supremacy Center --
  * Boost 3 fuel efficiency increased by 20%
  * Fighter/Enh/Adv scanners increased from 600/700/800 to 800/900/1000
  * Fighter/Enh/Adv fuel increased from 8/10/12 to 10/12/15
  * Gattling 2/3, Dis2/3, Dumbfire 2/3, Boost2/3, Galvs, Minepack 1/2, AB 2/3, AC2/3 costs increased from 2500 to 5000
  * Minepack 2 radius increased from 75 to 90
  * Probe 2/3 scanners increased by roughly 10% for probe2, and 20% for probe3.
  * Probe 3 size increased so that ships now carry the same number of probe3 as probe1/2
  * XRM Missiles no longer exist
  * Heavy boosters no longer exist
  * Crs boosters no longer exist
  * Figbombers no longer exist
  * Mini-AC 2/3 no longer exist
  * Ion boosters no longer exist

-- Tactical Laboratory --
  * Util 1 damage reduced by 10%
  * Sig 2/3 energy consumption increased by 10/20%
  * Stealth Bomber cost increased from 250 to 500
  * Killer missiles have a slightly higher acceleration and a significantly lower turn radius
  * SRM Seismic missiles deal 87.5% more damage
  * EMP mines no longer exist

-- Expansion Complex --
  * Lt Int/Interceptor/Heavy Int signature increased from 75% to 125%
  * Non-rixian heavy interceptors roughly 10% larger
  * Light booster 1/2 thrust increased by 10/25%
  * Light booster 1/2 efficiency increased by 15/20%
  * Retro boosters no longer exist

-- Shipyard/Drydock --
  * Shipyard ships are now researched one at a time, with the option to upgrade the SY to a Drydock at normal techbase upgrade costs
  * Shipyard provides the option to research Missile Frigates and Destroyers
  * Drydock provides the ability to research Devastators, Assault Ships, Cruisers
  * Missile Frigates are required to research Cruisers
  * Shipyard/Drydock are required to build carriers
  * Carrier build time reduced from 2 minutes to 90 seconds
  * Carriers are 10x less massive
  * Carrier HP increased from 3000 to 7000
  * Carrier scanners increased from 2400 to 3600
  * Carriers are no longer small ripcords
  * Frigate signature increased from 300% to 400%
  * Frigate cost increased from 5000 to 7000
  * Cruisers can no longer cloak
  * Cruiser signature increased from 400% to 600%
  * Destroyer signature increased from 300% to 400%
  * Destroyers can no longer cloak
  * Devastator signature increased from 350% to 400%
  * Killer Swarm 1/2 damage increased from 80/100 to 120/150
  * Killer Swarm Turn Radius increased from .61 to .78
  * MRM Seismic missiles deal 50% more damage
  * XRM cruise 2 missiles signature reduced from 50% to 40%
  * Skyrippers consume 50% more energy, with 2x the particle spread
  * Skyrippers deal 10% more damage
  * Assault Carriers no longer exist

Faction Specific:
Bios -
  * Lt Int/Int/Heavy int mass increased from 18/16/14 to 20
  * Lt Int/Int/Heavy int fuel decreased by 25%
  * Lt SF energy increased from 1800 to 2400
  * Constructor build times now the same as other factions
  * Fighters can no longer mount proximity mines

Belters -
  * All ships roughly 15% larger
  * Slightly increased paydays (510 instead of 450)
  * Towers/minelayers cost 1200 instead of 1500

Dregh -
  * Hull lowered from 90% to 85%
  * Shield strength lowered from 100% to 90%
  * Lowered energy from 115% to 90%
  * Lowered PW range from 100% to 90%
  * Reduced missile tracking from 125% to 100%
  * Lowered PW Damage from 100% to 95%
  * Lowered missile damage from 110% to 100%
  * Increased miner capacity from 75% to 80%
  * Increased He3 Speed from 65% to 75%
  * Lowered he3 yield from 135% to 120%
  * He3 refinery hull/shield increased by 10%
  * Many different models

Gigacorp -
  * Fig gunmounts further apart
  * Lowered ship shield from 110% to 100%
  * Patroller research cost reduced from 5000 to 4000
  * Patroller size increased by 20%
  * Patroller scanners increased from 1200 to 1600
  * Patrollers no longer carry boosters
  * Lt Cruiser cost increased from 8000 to 11250
  * Lt Cruiser HP decreased from 5000 to 3000
  * Lxy Fighter scanners reduced from 1200 to 500
  * Lxy Fighter hp decreased from 495 to 450
  * Lxy Int signature increased from 75% to 100%
  * Lxy SFs have reduced energy recharge and missile capacity, but can carry a medium shield
  * Si refinery paydays and cost reduced to 1250 payday and 6000 cost to make them equal to other mines
  * U refinery shields reduced by 50%
  * Lxy scouts no longer exist

Iron Coalition -
  * No longer get Enh ship technology once techbase builds, but requires a $1 investment with a 2 minute timer
  * Lowered ship energy from 120% to 100%
  * Increased he3 speed from 85% to 100%
  * Techbase construction time decreased from 4 minutes to 2 minutes

Rixian Unity -
  * SR scouts no longer exist
  * All rixian scouts can ripcord to other scouts
  * Only Enh/Adv rixian figs can rip to scouts
  * Stealth Fighters/Adv SFs can no longer rip to scouts
  * Stealth Fighter / ASF signature reduced from 75% to 50%
  * Bombers energy increased from 2000 to 2500
  * Heavy scout energy increased from 1800 to 2100
  * Rixian Anti-Base weapons deal roughly 33-40% less damage against bases
  * Rixian gunships now mount two forward mini-AC, rather than one forward AC
  * Seismic pods are now researchable in the Adv Tactical Laboratory
  * Combat pod 2/3 are less accurate
  * Combat pods fire roughly 100% faster
  * Combat pods have roughly 2x the aiming time
  * Combat pods 2/3 only turn as fast as combat pod 1 now
  * Combat pod range reduced from 1200 to 900
  * Combat pod damage decreased by 13%
  * Heavy pods 1/2 now take 1/2 seconds longer to active, are less accurate, and fire 3x faster
  * Heavy pods damage reduced by 13%
  * Heavy pods range reduced from 800 to 600
  * Heavy station pods take 1/2 seconds longer to activate
  * Station pods 1/2 now take longer 1/2s longer to activate, have 20/50% more health
  * Stinger 2 has been renamed to Stinger 3 and placed in Adv sup.
  * PW Lancer 1/2/3 damage decreased by roughly 20%
Last edited by Gappy on Sun Jul 22, 2007 9:08 pm, edited 1 time in total.
We've upped our standards. Up yours.
madpeople
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Post by madpeople »

really should be "difference" rather than "change", but i see what your saying given your target audience smile.gif
Dengaroth
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Post by Dengaroth »

Proof-read for technical accuracy.

I hereby approve of this post (thanks for the hard work man) mrgreen.gif
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Gappy
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Joined: Wed Nov 08, 2006 7:35 pm

Post by Gappy »

Loadouts haven't been extensively checked, so some changes in that area may be missed with regards to what ships can load what cargo.

Various fixes based on the above comments.
Last edited by Gappy on Wed Jul 04, 2007 12:23 pm, edited 1 time in total.
We've upped our standards. Up yours.
Grimmwolf_GB
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Post by Grimmwolf_GB »

Wow, amazing work! Thanks a lot!
Paradigm2
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Post by Paradigm2 »

This will help a ton for balancing... we can take what works/ doesn't work from our extensive knowledge we have now and implement it.

GoD was just a starting point... balancing is always on the table.


Do ints really have less fuel?

For how much it is said that ints dominate on the core, they have some significant nerfs from DN.


One thing I would add is that the gunmounts are old school on most ships, meaning the mounts fit the models and in some cases (Giga Figs) they are so spread out it is impossible to hit the enemy with all weapons at once.
-Paradigm2
pkk
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Location: Germany, Munich

Post by pkk »

Just a few things I found:

Code: Select all

Expansion:
* LtInts have 20% less ammo (20% less than regular Ints)

Tac:
* LtSF has 33% more energy (to match regular SF)

Rix:
* Scout has 20% higher rip costs (matchs SR Scout)

General ripcosts (For ASS/SR):
* Fighter have 41% lower rip costs
* EnhFig have 22% lower rip costs
* Adv/LxyFig have 17% higher rip costs
* LtSF/SF/Adv/LxySF have 37.5% lower rip costs
* LxyInt have 80% lower rip costs
* Hvy/Bomber have 4% higher rip costs
Last edited by pkk on Thu Jul 05, 2007 9:52 am, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
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BlackViper
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Post by BlackViper »

Nice job!
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Ozricosis
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Post by Ozricosis »

Well I see Dreg has been made useless. :(

Why did you guys nerf them into oblivion? Honestly I see no benefit to flying them. They have... no perks. At all?

Hmmm.
Last edited by Ozricosis on Fri Jul 06, 2007 10:07 am, edited 1 time in total.
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CronoDroid
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Post by CronoDroid »

Yeah they look like the suck based on those numbers. But perhaps Grimm would like to elaborate?

They still keep the same speed though it seems.
Last edited by CronoDroid on Tue Jul 10, 2007 6:19 am, edited 1 time in total.
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