.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   New SJ mod (http://forum.shrapnelgames.com/showthread.php?t=10942)

mottlee June 11th, 2004 02:35 PM

Re: New SJ mod
 
Quote:

Originally posted by mottlee:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JLS:
Geothermal too http://forum.shrapnelgames.com/images/icons/icon12.gif

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace http://forum.shrapnelgames.com/images/icons/icon7.gif and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file

Suicide Junkie June 11th, 2004 04:53 PM

Re: New SJ mod
 
Quote:

Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file
<font size="2" face="sans-serif, arial, verdana">The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.

PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/

[ June 11, 2004, 17:38: Message edited by: Suicide Junkie ]

Captain Kwok June 11th, 2004 06:57 PM

Re: New SJ mod
 
An interesting by-product of SJ's maintenance for facilities could be automatic resource conVersion facilities.

You'd use the resource generation ability with a negative amount for one resource, and a postive amount of resource generation ability for the converted resource.

JLS June 11th, 2004 07:02 PM

Re: New SJ mod
 
Agreed Captain, this is almost a must.

[ June 11, 2004, 18:04: Message edited by: JLS ]

Aiken June 11th, 2004 07:47 PM

Re: New SJ mod
 
You can even convert resources to research/intel points http://forum.shrapnelgames.com/images/icons/icon7.gif

And vice versa of course - useful option for late game when you have nothing usefull to research.

[ June 11, 2004, 18:54: Message edited by: aiken ]

mottlee June 12th, 2004 12:01 AM

Re: New SJ mod
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file

<font size="2" face="sans-serif, arial, verdana">The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.

PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">OK so I will not "See" it NP I can live with that http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee June 28th, 2004 05:20 PM

Re: New SJ mod
 
SJ, this is still Beta? weapons will not go above Lvl 1 for the most part are you still working on it?

Suicide Junkie June 28th, 2004 05:46 PM

Re: New SJ mod
 
Yeah, I still need to grid tech the weapons, but that will just allow improvements to cost/power/etc rather than major differences.

Missile weapons level 2 gives you the ability to shoot down missiles with your fighters, so I made that available.

---
I'll be done university in August, and then I'll have plenty of time to finish all these things up.
For now just tweaks and bugfixes.

mottlee June 28th, 2004 11:29 PM

Re: New SJ mod
 
OK, I've been playing it and could not get above Lvl 1, so far I have yet to run into another race to see how combat is I will let you know http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie June 28th, 2004 11:52 PM

Re: New SJ mod
 
Oh, if you're playing SP, you should know that if you run it as tactical combat, you won't be able to shoot down the missiles with your fighters.

You need to play either strategic or AUTO tactical.

PS:
I have been told that PBW now has the June 6th Version installed and playable.

Be sure to select ALPU, as the AIs are almost certain to cause havok.


All times are GMT -4. The time now is 10:14 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.