Vanilla Balance Mod Beta - Testers Wanted

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This mod has now been released. All the changes are listed in the above link. If a Forum Admin is reading this, if you could remove the "Testers Wanted" and change it to "Development Discussion" thread, it would be appreciated.

UPDATED TO WORK WITH 1.3

Note: In attempts to fix the interviews and dilemmas, I have temporarily removed all non English languages from those two files. I hope to reinsert them into a later version (but when I do, they'll still be the vanilla text as I am unable to translate in any other language).

 
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1.3c List of things to do: - I don't plan on getting out another update this week as I want to work on this one for a while (and there aren't too many issues)

- Random Total Part Failure.
- Increase the Short/Medium weather Curves.
- Change rear wing damange to suspension damange.
- Increase initial reliablilty (currently 20-60 based on chassis - but if someone can have 12 retirements in a race, I need to change that slightly)
- Work on Dilemma and Interview system
If not difficult and this work will take no more than 15 minutes. Make please a separate file for DLL game speed 7.0x instead of 7.5x. And if it certainly allows to continue playing in my preservation, and then already 1 season has passed.
 
  • I have worked out a way to set 'unforeseen catestrophic failure' - as in an Engine might be at 80% and seems to be fine.... but secretly there is a tiny, tiny, tiny, tiny chance that that the engine fails for no reason what-so-ever (which happens on occasion - as is the nature of racing). If I was to implement this feature, what do you think is the probability that a car would randomly fail in any given race (%).

Can you use the red zone value itself to alter the probability? Like Red zone / 10 would be the probability of sudden catastrophic failure as long as you are above it or something (for the whole race - obviously less likely if it's calculated by lap or something)?

There's not much reason to do little redzone adjustments - as you can lose upto -15% condition in a normal redzone tick anyway. Redzone still adds more unpredictable condition loss anyway.

That's not exactly what I meant. What I tried to suggest was to leave the normal redzone failures working as they are now, but to use the red zone value also to calculate the probability of the new unforeseen catastrophic failures. That would further increase the importance of red zone, which is getting kinda irrelevant towards the end of the season, when reliabities are already high.

As for my other suggestions, shame that the staff scouting isn't possible. And regarding the car factory etc, I have to admit that I haven't tried them in 1.3 yet.

Oh, and the medium weather curves in practises/qualifys certainly could use some tweaking, situations like the ones in the attachment are rather commonplace.
 

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Hi everyone, I can confirm that Fan Base (and Team Star Rating) rises up. After my 7th race (Guildford) I noticed that my Fan Base was 0.1 mil up (a new created team starts with 0.8 mil fan base if I am correct).
Team Star & Fan Base Raise.jpg

EDIT: I am not sure if this are bugs or intended to be, so here they are
1- Material & Brake Supplier have different names (ECU & Chassis Materials) on the tooltip box
Wrong Part Supplier Names.jpg
2- Material & Brake Supplier have the same info.
Material.jpg Brake.jpg

Not: Double Spin; same time same place. :cool:
Nice Spun.jpg

EDIT AGAIN: No bug, just a little bit fine adjustment. Isn't he too young to be training young drivers. Maybe you could add a age restriction to this trait.
Young To Train Young Drivers.jpg

QUICK EDIT: 2. Season after 1st Race Fan Base. So It works.
Fan Base Rise.jpg

QUICK EDIT2: Part Design Day descriptions don't match.
Days Don't Match.jpg

And 2nd race in 2 Season Half of the cars are out. Sponsor Bonus is guaranteed. :D
Half is Out.jpg
 
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I could and have experimented with this. But... then redzone becomes meaningless. Being in the redzone now means that your parts are quickly degrading more then they do normally. If I increase tic number but reduce impact, while you'll end up with the same 'loss' redzone isn't a scary area as each increment is small

I sometimes find myself when i hit red zone thinking well its not going to tick over enough times for it to fail before end of race, so I'll not bother going to pit. Then i'm using a game mechanic to play the game.
But thinking further with the now added random failure of any part its not a guarantee to finish anymore.
 
Another idea/suggestion:

Would it be possible to change the number of those bonuses that you can choose for each qualify/race? Having only 2 slots for the race kinda limits the possibilities one has with tyre compounds etc, now it always makes most sense to just max out one tyre set, since you don't want to waste both slots for crappy +5%.

IMO it would be more fun if there was 3 or even 4 slots, beside tyre tactics and making choises made in practise more important that'd also make the mechanic skills more prominent.

Alternatively, if the number of slots cannot be changed, would it be possible to count the race trim bonus automatically? That'd of course at least free one slot for something else.
 
On the discussion of staff, the game has always stated that Lead Designers can learn new skills overs time but this has never happened in any careers I played. Is there a possibility in the code to re-enable this? Why was this not working in the first place?:O_o:
 
That's not exactly what I meant. What I tried to suggest was to leave the normal redzone failures working as they are now, but to use the red zone value also to calculate the probability of the new unforeseen catastrophic failures. That would further increase the importance of red zone, which is getting kinda irrelevant towards the end of the season, when reliabities are already high.

As for my other suggestions, shame that the staff scouting isn't possible. And regarding the car factory etc, I have to admit that I haven't tried them in 1.3 yet.

Oh, and the medium weather curves in practises/qualifys certainly could use some tweaking, situations like the ones in the attachment are rather commonplace.

Ah, well I was thinking that a catestrophic failure will simply have a higher % occurance when a part is in redzone. :) that's already done (I'm useing 2% per race when in the normal zone and 4% when in redzone). (1/25 or 1/12.5 for one of your cars to randomly fail maybe too low - I'm still playing with which % works best)

Those practice weather curves are always gong to be an issue due to it treating 100 laps and 10 minutes similarly. Not sure if I can add new curves, will have to have a look.

Hi everyone, I can confirm that Fan Base (and Team Star Rating) rises up. After my 7th race (Guildford) I noticed that my Fan Base was 0.1 mil up (a new created team starts with 0.8 mil fan base if I am correct).
View attachment 178008

EDIT: I am not sure if this are bugs or intended to be, so here they are
1- Material & Brake Supplier have different names (ECU & Chassis Materials) on the tooltip box
View attachment 178028
2- Material & Brake Supplier have the same info.
View attachment 178025 View attachment 178024

Not: Double Spin; same time same place. :cool:
View attachment 178027

EDIT AGAIN: No bug, just a little bit fine adjustment. Isn't he too young to be training young drivers. Maybe you could add a age restriction to this trait.
View attachment 178032

QUICK EDIT: 2. Season after 1st Race Fan Base. So It works.
View attachment 178062

Yay! Fanbase is a thing :) now to see if it does anything!

If you build a Tour Center :) take note of if the income changes as your fanbase changes.

Brake Supplier has always been called the ECU Supplier in the Supplier.txt, so it's just the on screen information which changed. It seems they left out that change in a couple of tooltips - but it's a vanilla issue (which I could fix). I am surprised more people haven't noticed.

Those statements are nearly the same - but let's be fair - they do exactly the same things. I removed the "brakes are good at one thing and chassis the other" balance - in favour of "Choose one stat or the other to improve" to diversify chassis choices.

Double spins happen like multiple lock ups :) I feel there needs to be a bit more Of the Drivers Stats involved in the situation, but editing the "will I lock up calculation" is s pain as it's very complex. Good to see those three other cars avoided the incident though.

Brian is doing some more PT work I think, so it might be something he'll add in :)

I sometimes find myself when i hit red zone thinking well its not going to tick over enough times for it to fail before end of race, so I'll not bother going to pit. Then i'm using a game mechanic to play the game.
But thinking further with the now added random failure of any part its not a guarantee to finish anymore.

Your thought process is fine though :) experience helps you make that decision. But thinking about it, there is currently 10 tics per race.... I wonder if I can add a randomness aspect into it... I.e it might be 8 tics to 12 tics.... that might produce some interesting elements

Another idea/suggestion:

Would it be possible to change the number of those bonuses that you can choose for each qualify/race? Having only 2 slots for the race kinda limits the possibilities one has with tyre compounds etc, now it always makes most sense to just max out one tyre set, since you don't want to waste both slots for crappy +5%.

IMO it would be more fun if there was 3 or even 4 slots, beside tyre tactics and making choises made in practise more important that'd also make the mechanic skills more prominent.

Alternatively, if the number of slots cannot be changed, would it be possible to count the race trim bonus automatically? That'd of course at least free one slot for something else.

Bonuses are okay being at 2: the thing is there aren't that many bonuses to gain knowledge on anyway. There used to be more 'trim' settings in the preview build but those were removed.

On the discussion of staff, the game has always stated that Lead Designers can learn new skills overs time but this has never happened in any careers I played. Is there a possibility in the code to re-enable this? Why was this not working in the first place?:O_o:
. Has this not happened? I though I read somewhere it did. I'll check side by side later from a new game to a season 4 game and see if anything changed. Then have a look
 
Yay! Fanbase is a thing :) now to see if it does anything!

If you build a Tour Center :) take note of if the income changes as your fanbase changes.

Okey, I will keep an eye on it. :cautious:

On the discussion of staff, the game has always stated that Lead Designers can learn new skills overs time but this has never happened in any careers I played. Is there a possibility in the code to re-enable this? Why was this not working in the first place?:O_o:

Has this not happened? I though I read somewhere it did. I'll check side by side later from a new game to a season 4 game and see if anything changed. Then have a look

Yes, they learn. But I think it's really rare. I saw it only 2 times that an engineer learned a new component. Either the devs made the % of learning a new component very low or the system is not working properly.
 
Yes, I'm working on PT stuff tonight, doing the Frontend and MediaReports stuff for the ones I added last night. Let me know if there are any current traits you want me to look at and I'll go over them tonight or tomorrow.
 
Yes and no. Drivers start karting as young as 6 in the real world, so it's not out of the question that they could be teaching youngsters of about 10. I might set it to >23 or something, so that 18 year olds can't get it, but I wouldn't set it much higher than that.
 
Psycho, you said you've been fiddling with buildings - making RCF have three levels, and adding stats increase to other buildings.

I have this idea but you might have more experience with this already. Currently, the Factory upgrade adds 2 lots and 10 staff per upgrade,

What I was wondering is if you know if it can be reduced to 1 slot, 2 staff per level, and then have the design centre have 1 slot, per level. And then the staff centre to have 6 staff per level. And the staff housing to increase it by 8 staff per level. (As an example - balance changes to be tested).

I think it might be a cool way to expand the diversity of hq buildings and make the factory less over powered (as it's the most important building in the early game at the moment)
 
Don't believe this has any bearing with regard to the Factory and the 'staff available'

I can have design centre at level 1, and Factory at level 2 and still have 20 staff...
if I have thendesign centre at level 2 and Factory at level 1, I still only have 10 staff...

I think the numbers in that part of the file (10;20;30;40) is the Total Staff Amount found on the team page (and as far as I know, doesn't do anything)

Edit: Brian beat me to it by 'a moment'
 
Always thought those were the numbers used in the game.

By the way the the income numbers for the RCF (15), TC (0.8) and TP (20), are those responsible for the in game income? Would changing them have any effect? Does this mean that fan base isn't effecting them?
 
I don't know about the lots but it seems like you can change the Worker capacity juts by changing its number I guess.
View attachment 178123

Always thought those were the numbers used in the game.

By the way the the income numbers for the RCF (15), TC (0.8) and TP (20), are those responsible for the in game income? Would changing them have any effect? Does this mean that fan base isn't effecting them?
I believe they are used, but then fanbase may adjust these :)

Lie in teams there is 'payment offset' which effects chairman payouts - but that number is modified by the tier, the expected position, etc.
 
If fanbase does have an effect, I'd hazard a guess at them being base amounts you can earn.

I said to Red recently, I'd be interested to see if fanbase could be used in a formula to calculate marketability.
 
Changing the staff numbers in buildings.txt actually does have an direct effect on the improvement speeds.

I have not tried to change the number of slots, that is not possible from the txt alone as far as I know. Adding more levels to the buildings is trivial.

In other words, making factory a bit less on an nobrainer wouldn't be that tough, even if the slot numbers cannot be changed. Simply changing the number of staff to scale up slower (10-16-24-36 or something) would probably be enough.
 

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