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-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Captain Kwok March 10th, 2008 02:57 PM

Re: Balance Mod
 
It's a bit beyond the scope for BM, but I was going to add new basic damage types for weapons in my Nova mod. For example, you'd have a projectile damage type, an energy damage type, etc.

Captain Kwok March 10th, 2008 04:42 PM

Re: Balance Mod
 
Should I restrict Crystalline/Organic races to only have access to their racial hulls and not normal hulls? In this case, a Crystalline/Organic race would immediately have access to their ship hulls in this scheme.

There's a poll here if you're inclined to vote:
http://home.spaceempires.net/ftopict-4214.html

Baron Munchausen March 10th, 2008 07:35 PM

Re: Balance Mod
 
That seems like a good idea, at least initially. If possible you ought to allow them to research standard hulls at some point.

mrscrogg March 11th, 2008 08:27 AM

Re: Balance Mod
 
keep them with their racial hulls , a silicon creature would not research carbon ,only what it knows , also a creature with no eyes wouldn't develop television

narf poit chez BOOM March 12th, 2008 01:06 AM

Re: Balance Mod
 
...We use silicon. Next?

mrscrogg March 12th, 2008 12:47 PM

Re: Balance Mod
 
I was just trying to get a point across

narf poit chez BOOM March 12th, 2008 03:35 PM

Re: Balance Mod
 
Sorry if I sounded rude; I didn't mean it that way.

attack_condor March 12th, 2008 10:08 PM

Re: Balance Mod
 
Hello everyone,

A couple of questions and a bit of patience if they've been asked/answered:

First, when placing boarding troops onto a ship design, is their life support "built into" them, or do they share the life support for the ship?

Second, with respect to climate control facilities and their upgrade by x% per "year", is the "year" one year from the facility completion or at the tart of a calendar year?

Thanks ahead of time for any help.

Ed Kolis March 12th, 2008 11:36 PM

Re: Balance Mod
 
Boarding parties do not require additional life support.

As for climate control facilities, I think it's any game turn with a zero after the decimal point.

AstralWanderer March 23rd, 2008 11:19 PM

Re: Balance Mod
 
One problem I'm seeing with BM is the AI building Fighter Bombers with no weapons - just lots of armour. Since they then run away from any combat, chasing them down becomes a bit of a hassle. http://forum.shrapnelgames.com/images/smilies/wink.gif

In terms of changes - how about a rethink on engines? There seems little point in having separate tech fields for the different types now since the main difference is movement point generation, so why not either (i) combine the tech areas (Ion, Contra-Terrene, Jacketed-Photon, etc) into a general Propulsion technology or (ii) vary the movement point generation so that later technologies improve at a faster rate?

With (ii) you could, for example, set the formulae so that new techs start off with fewer points but improve faster, making them more suitable for long term investment, e.g.

<font class="small">Code:</font><hr /><pre>Engine type______Current formula_______________Suggested replacement
Ion..............100 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 5)
Contra-Terrene...115 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 7)
Jacketed-Photon..130 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 10)
Quantum..........145 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 15)</pre><hr />

With this, Contra-Terrene engines would need to be developed to level 3 before outclassing existing (prerequisite level 3) Ion engines, making level 4 or 5 Ion research a practical option for empires needing faster ships urgently.

Similarly Jacketed-Photon would need level 3 and Quantum level 2 to equal or outclass their prerequisites. It may be worth adjusting the prerequisite levels to increase the lead-in time for new propulsion types, but the overall effect should be to provide distinct short-term/long-term research decisions.


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