#Mandatory fixed nearby Patches/bio nearby start location.

1 messages · Page 1 of 1 (latest)

flint plank
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Eco is either far or close and that makes or breaks a game and for aliens its fuked you cant win, cause getting down 2 bio caches with 9 shimp at each takes over 8 mins cause its 1 or 2km away. We need 2/3 bio/balt patches near starting location, and if that isn't so, then early game will ruin mid and late game 100%.

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Supcom always has 4 starting Mass points+ sometimes a energy point

flint plank
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🎮 NarakaCity - HvHvA
📅 2025-12-20 | ⏱️ Duration: 48 minutes | 📁 Size: 10.8MB
👑 Sol: Harkle | Centauri: koji | Alien: Mass
🏆 Sol Victory! (Commander: Harkle)

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aliens dead in 16mins collapsed in 10 mins

pastel grotto
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The issue is that we reduced the resource settings, because high resource settings lead to long games in particular for HvH. However, setting the resources to normal leads to a greater disadvantage to aliens, the resources distribution (less biotics) and less biotics density puts them into a bad spot. The game needs independent settings for alien and human. Another thing is that None of the resource distributions (on every map) accounts for fairness in respect to base expansion style/faction and spawn coordinates.

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A resource spawning algorithm could tune that into a fair direction. E.g. human have n-patches with x amount of resources at spawn build areas located so a refinery can be placed facing the ramp at the right! Side.. the other resource distribution accounts where other HQs can be placed according to build radius, so at the new expansion there are also n-patches that can be accessed (and this mirrored to the enemy team). Alien resource distribution needs to consider the area they need to node (expensive) and to defend (more area to defend needs more units/more money), also rocky/mount terrain is more advantageous for aliens so that can also be taken into resource distribution. Generic settings will not help for balance

flint plank
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poor queen.

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Mandatory Idea, Fixed nearby Patches/bio nearby start location.

pastel grotto
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Also alien expansion style is a bit different. There is a risk that there is an eco gap - once the first biotics are mined, the shrimps need to move to new biotics (in the best case to the next closer ones-second layer biotics). To close this gap, you need to node farther away, build a lesser spawner next to (the third layer) biotics and get shrimps before the starter baser already harvested the first 3 biotics, so you have income while your starter base shrimps are on the move). This dynamics needs to be considered in the alien resource distribution! This means that the first "layers" of biotics should not be so much spread, to avoid that a huge map control that cannot be defended.

flint plank
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Mandatory fixed nearby Patches/bio nearby start location.

flint plank
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also doesn't help there is less Alien players vs Sol/Centuari so its a 4 to 1 in most cases.

pastel grotto
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@flint plank these are the balance settings

TeamBalance_TwoTeam_Divisor = 8.0
TeamBalance_TwoTeam_Addend = 1.0
TeamBalance_ThreeTeam_Divisor = 10.0
TeamBalance_ThreeTeam_Addend = 0.0
TeamBalance_Prevent_EarlySwitching = false
TeamBalance_Prevent_EarlySwitching_For_Seconds = 75

https://github.com/data-bomb/Silica/wiki/Mod-Descriptions#basic-team-balance

Not enough time to read into that, but if you have an idea for tighter settings let me know

GitHub

Collection of scripts and mods for Silica listen servers and dedicated servers - data-bomb/Silica

flint plank
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maybe every 2 mins it checks and warns if unbalenced and if no one switches it will force balence.

pastel grotto
flint plank