Balance Team

Private

Posts

  • RE: Desync Postmortem

    @JaggedAppliance said:

    Yes these desyncs and crashes affected replays as well as live games. Actually they were really common in replays which helped a lot with testing.

    The reason why this fix was so difficult is because it's a memory corruption writing into random space. With the way your computer set up the game's memory it caused regular desyncs and crashes in replays. For a lot of other people it rarely did anything. So for Brutus's idea, this specific bug would be caught by luck in a simulation CI.

    Here's how I see potential improvements compared to my experience:

    1. Desync tracking would automatically and seriously tell devs of deysncs. I only noticed desyncs from constantly checking forums and chats, and eventually I had to go through a specific replay search to even have any data about desyncs, and even then there wasn't a really big response. Automation would've been a more serious alert and it could've even caught it much earlier on.
    2. The reason this specific patch wasn't caught early was because there was 0 testing in prod. It's a tricky bug, so fair enough that some testing in dev wouldn't catch it, but since we released it without any feature using it, it took all the way up until the painting feature for its effects to show, which made the change that introduced the bug disconnected from the updates exhibiting the bug.
    3. With AI we can do much better reviews. This bug was a very human error that is easily picked up by AI or I guess some linter. I don't think we do very complex patches most of the time, so static analysis should work quite easily. In this sense I think we could actually speed up engine patches because of their more reliable code, but of course it's best if we just have the backup testing in prod with the two points above.
  • RE: Supreme Commander 2 in FA

    BrewLAN has a unit cannon.

  • Shield Assist Costs Discussion

    The latest hotfix (3840) has a fix for shield assist repairing full HP when stalling resources. Now stalling resources also reduces the shield repair amount, which means that T3 artillery will kill bases if you don't have enough resources to assist against it.

    If necessary, we want to implement a balance hotfix for shield assist costs. We can adjust mass/energy consumption and buildpower effectiveness (m/s/bp, e/s/bp, and hp/s/bp).

    The best evidence for making changes would be replays, since the path to a T3 arty lategame is complex, so please provide them here. Opinions are also welcome but are less convincing so they need wider agreement.
    For adaptations to the new patch, I encourage trying to build multiple shields, since recharging shields is much more efficient than assisting, and if you still assist for reliability, repairing 15% spillover is also much cheaper.

    An example of a very convincing replay would be a relatively even game up until an arty vs land/air/navy attack, with the arty dealing far too much damage, despite good shielding technique (lots of buildpower, multiple shields), and proving that arty is too good of a "next step" in an even lategame compared to attacking with lategame units (which normally should be providing the reclaim requirement to afford arty).

  • RE: Custom Unit Cap

    Resources are kinda unorganized so I'll point you to what is needed. It's a relatively simple mod:

    1. set up the mod_info.lua (modding intro)
    2. add the mod's lobby options file (guide).
    3. Make your new lobby option with the same key as the default lobby option, which is UnitCap (source).
  • RE: Custom Unit Cap

    You can write a sim mod to add a unit cap option with the same key as the actual unit cap option but with more options. M28AI has that, but iirc it's just bigger unit caps, not small ones.
    I don't know of mods that reduce unit cap or introduce a unit cap system based on supply units.

  • RE: Better Carriers - Carrier Overhual

    It's cool but clearly too powerful if you look at the unit mass costs (8k mass carrier coming with a free 10 * (1750+1500+195+1650) mass of units + no massive aircraft energy cost). I would turn down the initial numbers even if not aiming for a well-balanced, modded game.

  • RE: Neural networks for creating mods

    @Nuggets Do you think there's some generic or simple instructions/skills that you could share?

  • RE: Stepping away from FAF — permanently

    @Nuggets You're right, I found a different private message where he said it more explicitly.

  • RE: New "Random Events" AND Roguelike-Mode Mod!

    Yeah it's quite bad to get a bunch of cards and then ruin your entire game because you got too many mass production buffs.

    It might be interesting to consider a different scaling for example multiplicative because the flat % decreases are very strong at low amounts. Like 200+30% mass brings you from 60->70% energy or -25% of your current energy. Same for build cost, although build cost is a positive trait so that's more fun to minimize (and it doesn't decrease buildtime anyway).

    I actually noticed that build cost has a minimum limit, but it isn't specified anywhere in the UI or cards. In addition to that, build cost reducing cards should be removed from the pool when the limit is reached.

  • RE: New "Random Events" AND Roguelike-Mode Mod!

    It's probably extremely difficult as a UI mod if your mod embeds all the strings inside its UI elements' code. The proper way to make it work is to use the LOC function for all relevant strings and prepend each string with <LOC keyName> . After that you don't have to do anything yourself, the modders can add localization to RoguelikeUiLocalizationMod/hook/loc/ru/strings_db.lua