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Vanilla Balance Mod Beta - Testers Wanted

Discussion in 'Motorsport Manager' started by TheFlamingRed, Nov 28, 2016.

  1. Last edited: Dec 8, 2016 at 19:27
  2. Avenues for Development.
    • Continue to improve the Chassis Suppliers section with more "Team Discounts" and "Cannot Buy This" tags - as such each team will have a 'preffered' chassis, but can pay substantially more for a 'even better chassis'. This is a minor feature which will take a lot of time to balance and test. I will be adding this in a later version.
    • I want to increase the length of a lot of the sponsor deals (not all of them). This will make the player have more choice on 'should i wait two races without a sponsor for the items to refresh and find the right one' vs 'taking a bad sponsor now because we need money'. Will have to balance upfront bonus with length, so some sponsors will be given massive one shot bonuses (maybe covering a HQ building) but are then locked for over a year or two. This may make the game more 'dull' though. I am debating on this a lot. As such, I am not implementing this for the first release.
    • I want to make the 'less useful' HQ buildings more important, probably my making more important things depend on these less important buildings Done this in some aspects (i.e., two part performance buildings being dependent on the staff center). I may make other changes in later versions.
    • See if we can edit the default visible weather, as we can already see almost an entire stint of information with no upgrades! Cannot currently see a way to do this. If you can see how, let me know. I would love to implement this.
    • Make it that it takes more then a season for a driver and mechanic to build a relationship - such that the player can be more tempted to bring in a coexiting mechanic/driver pair. Cannot can't get this to work. I'll release this as part of the injector once I can get it working.
    • Reduce the player-characters starting stats from 10,10,10 to 1,1,1. Looking to implement this at the first opportunity.
     
    Last edited: Dec 8, 2016 at 19:27
  3. Changelog

    01/12/2016

    • Added +10% Redzone to each new slot (terms and conditions apply) for performance vs reliability choices.
    • Injector - Added an increase of X amount of days to build per part, to slow down player part development, and thus, slows down overall car development progression.
    07/12/2016
    • Edited To Do List with my thoughts and progression.
    • Edited some of the AISessionData to try and improve the AI.
    • Decreased the +1 Star fro the Pre-season dilemmas to +0.5. This was originally a little too cheap for a full star.
    • Increased lots of 'sensible' discounts for many of the engines.
    • Adjusted some personality traits to not be so 'extreme'. Found an interesting side effect where you can hire a driver 'dead cheap' if they have a cold or injury (as their stars temporarily decrease). Exploitable, but not game breaking. I kinda like it.
    • Increased the effect of Push and Attack, mainly so the AI benefit from this state more (as will the player - inviting a player to indulge in it more).
    • Increased the critical importance to be even more important. Lastest build seems pretty good.
    • Preparing to release mod in the next couple of days
    08/12/2016
    • Version 1.00b of the mod released.
     
    Last edited: Dec 8, 2016 at 19:25
    • Like Like x 1
  4. You still wotking on this mod? When will it be available?
     
  5. Hi

    I am ready To Test.

    Its ok to play in Tier 1.
     
  6. Awesome stuff!
     
  7. you should collaborate, enzoli and flaming ;)
     
  8. I am. Should be releasing a more public beta later this week. Noone is reporting crashes.
    I'll send you a file Mondays \ Tuesday
    Thanks
    my changes are quite simple and could be merged with mods which provide graphics\nanes\team changes mode quite easily - probably as simple as exporting 6 text assets from my one, and inserting it in those ones. It should be very compatable, unless those mods also have gameplay changes - which normally is beyond the scope of real life conversion mods.
     
  9. in your upcoming release do we get more/new changes? should i wait for the new file and stall my own testing-phase.
     
  10. I like the idea. Definitely something I'd like to see in my mod. Think any mod could benefit from such improvements in gameplay honestly. Well done TheFlamingRed.
     
  11. MOD with realistic data/stats + Balance MOD = my christmas wish becomes reality :)
     
    • Agree Agree x 1
  12. Hi all,
    A question to the modder i dont know where to post this so asking it here flaming red
    Is it possible to simulate the limited number of parts we can use for a season like only 5 engines in F1 this season and 4 Gearboxes etc.
    Im also trying to edit some things but when ever i do change team stats like giving more Money or changing team name in standings table and twitter/news feed only team names are disappeared can any one help me about how to fix that.
     
  13. Well, like my F1 mod, I am fully happy for you / anyone to use / modify my mod to include in theirs. I would greatly advise that you upload it so that your mod has a 'with balance changes' and a 'without balance changes' version though. My mod intends to make the game a little more difficult and have slower progression, which is great for people who want that, but more casual people who just want a Real World Data type mod probably won't - especially if they're newer to the game.

    Do you have a list of the text-assets you change? I doubt I've changed the any, or at most a tiny set of things that you have, but I can include some additional instructions for areas I know you've modded, so that we can blend the mods better,

    I am sure that it'll be a nice early Christmas present. My mod isn't perfect, and a lot about balance is subjective, and there's some silly things the AI does which I simply can't fix - but I feel there is some improvement. I'm quite close to a public release.

    I would say though, that as long as the developers of the game are still patching and including new things, that you should be realisitic on how long many seasons you want to get out of a save file. Sooner or later, they're going to bring out a big update something that may cause the mod to break badly, and may also break the save files and require me to redesign parts of the mod. Or it may not. It all depends on what and how extremely the devs alter something.

    Needless to say, they're probably working on balance too, even if they don't cause saves or my mod to break, our balances may conflict and I'll have to spend some time re-meshing my balances with theirs.

    In short, be prepared to say goodbye to a save file. But this is probably true of any and all mods until the final version of Motorsport Manager is released.

    1st part... No. not like that...

    Maybe...

    There's actually seems to be a limit of 450 total parts a player can have at the moment... it May be possible to bring it down to say, 20 (I assume 12 is used as default parts). Does it cause a crash if you or the AI reach it though? I have no idea. They chose 450 in a year which has only 365 days, which suggests they haven't implemented what happens when you hit the 450 threshold.

    As for your disappearing text problem, check the two modding threads we have 'Modding the Motorsport Manager' and the 'tips, resources and (stuff)' thread - or something like that. It's a common problem that has come up several times and comes down to how you use the extractor and what you use for modifying changes.
     
  14. @TheFlamingRed
    Thats sucks honestly and thanks for the advice to where to look at for the issue.
    Coming back to your topic of possible features is it possible to create the parc ferme rule like starting on qualified tire and no setup change once we get to qualification run starts for the Series where Qualifying Exists also is it possible to create to force teams to use certain number of tires in a session like in real world like 2 tires only for 1 FP session hence having limited tires for the race day and qualifying session(for series which has q)
     
  15. No, it isn't.

    I can't create new mechanics which are not in anyway in the game.

    All I can do is modify values really. At best, I can repurpose existing mechanics - but even that is dependant on the coding being cooperative.

    E.g., one thing I wanted to do was to change the playerbackstory Finance perk to make things more expensive by 5%, instead of 5% cheaper. There is a nice variable I can change callled mPlayerFinanceBonus = 5. So I managed to change it to mPlayerFinanceBonus = -5...

    The game didn't like this though, as it is programmed somewhere to take the absolute value, and as such, removed the minus. Which is not something I can her around.

    Luckily, making the mDesignPartTimeBonus was reversible, hence I can increase the days taken to make a part for the player, and leave the AI's development time untouched.
     
    Last edited: Dec 6, 2016 at 05:35
  16. Well i thought this kind of mechanism might be in the game considering how much real life racing is depending on it. But thats a point which should be taken into consideration for future at playsport team.
    back again to point i feel the Reliability aspect is some what not like real life.I mean take any team they wont put out some 40% reliablity part on their car when they are going to 1st race of season. I feel some 70-80% reliable part is what they take to race instead of this much less reliable parts. Is it possible to change this aspect.
    Also another big point i feel is neither Williams nor Sauber or RBR will develop the engine its done by engine Dev teams who puts a price tag instead of all this development by every team in engine area. So is this possible to replicate in game too ?
    Thanks for your time and effort to make this game to a whole new level.
     
  17. I actually went the other way in this. I left this as default for the first race of the season, and ontop of that, made it so that each new developed part has more redzeone, to decrease reliability further the better performance part you have. This makes reliability issues more important for the player to deal with. To do what you suggest would take away a portion of the gameplay, in both Retirements, Strategy to look after the parts, and gambling between a mid race repair or try to see your part survive the race.

    I made this design decision because I believe the gameplay mechanic is good. And this mod is designed to be a balance and tweaks mod with the current gameplay, not a realism mod.

    All the tools are there if you can convince someone to make a realism mod though. It's just realism isn't an aspect I'm particularly worried about.

    I have actually made the engine suppliers have a more competitive +BaseStat component - and I may boost it even more in the future (it's something hard to test, as it only can be done by playing lots of seasons).

    But in there of preventing engine upgrades, no, this cannot be done. Nor does it really need to be done.

    When my designers are building a new engine, I don't think of it as "we're building new pistons, new crankshafts, etc". Teams can't do that in house - any of them, only the manufactures can. What I see the teams doing is "Modifying the existing engine, reworking fuel intake, the exhaust, or electrical packages, or other add on things". That's where their extra performances come from.
     
  18. Sounds Good and i agree with your point of approach to make the game better. I hope we get to play some thing soon.
    as you mentioned base stat component does that turn into some sort of strat modes we hear in Radio. like a difference between teams in terms of power usage at same fuel is that possible. Sorry for asking by comparing and requesting for another realistic aspect
    What i meant is having Merc on Overtake mode is much stronger than say Williams or Manor and likewise for in house engine dev teams
     
  19. Would be great to remove all female drivers from the game, I'm not against leaving 1 or 2 but having 50% of the drivers as females is just unrealistic considering that this game calls itself a realistic simulation. Female regens pop up too. Hope it can be fixed.
     
    • Angry Angry x 1
  20. You are asking this on the most absolute wrong thread ever.
    1. This is a thread about my balance mod. At no point have I stated I want to add realism. Two posts above I stated quite explicitly that I want to put emphasis on gameplay mechanics, not create realism.
    2. The game in a fantasy world. In the world they have chosen, they have chosen that men are equally able and available to race indiscriminately. As someone who plays games with my babygirl, I am all for it
    3. As such, I completely disagree that removing women is a negative thing that must be "fixed", or that removing all female drivers would be "great".
    4. In short, I am never removing females from the game in any mod I make.