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Re: SEV DEMO IS OUT!
Ive already tried that, but I am already using it all!
The stock game is allright this time it seems. I emailed him, probably about a year or two ago about infinity research so you keep on building, and I love the fact that items are now based on tech level (seen some of the formulas) so you can in theory have a endless tech tree! (or up to 255... lets hope there isnt a hex limit or something like that!) SEV really should be advertised as a engine... and that the mods will keep you playing.... I played SEIV for ages on stock, and still like it occassionly, but the mods, I play for years upon years! SE is one of the best space strategy game engines! |
Re: SEV DEMO IS OUT!
"Infinite tech" is not as good of an idea as it may sound. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: SEV DEMO IS OUT!
why not?
for me the research side of the game was always the same... ship hulls + physics, then shields and beam weapons obviously a few others, but it was mainly this, then build the same style ships over and over again. I like the fact that this gives the game almost a open endness, and the fact that mods will be brilliant... I am thinking of hulls that get bigger and bigger (in game called minimturisation, despite being bigger :S), then components getting infinitely more powerful with increase in weight or get smaller if hulls dont get bigger... what I am trying to say is that tech will be endless and you will have to assign propor research colonies along with the normal running of the empire and always research new tech and constantly build new designs. I really really like it! when I say research colonies, I used to in SEIV build endless colonies that are just for research to get max research quickly, then scrap and build normally... dont know if I was the only one, but I very often, even on some of the big mods, got ALL research done within 100 turns http://forum.shrapnelgames.com/images/smilies/happy.gif edit - just looked, weapon mounts get more and more powerful whilst costing the same.... it is just brilliant having almost endless tech and the stock game will probably be brilliant let alone any mod! |
Re: SEV DEMO IS OUT!
Trust me. A well designed tree with 10-20 levels and appropriate research costs provides more than enough stuff to research for many a turn.
----- The problem in SE:V stock is that the tech levels are too cheap and the upgrades pointless until you've achieved several levels. This hurts the AI and players won't bother upgraded for several levels anyway. So pump up the cost and make each level potentially meaningful. ----- Although it should be possible in SE:V that you can automatic upgrades for X levels before a retrofit is required. Perhaps SJ can elaborate. |
Re: SEV DEMO IS OUT!
I understand, but once you do it, thats that. endless adds more fun!
dont get me wrong, I understand what you are saying, and mods like the star trek mod are brilliant, but imagine if the weapons go on for ever, shields match by going forever... it will just add a lot of variety, and people will have to take research seriously and have a propor strategy for it. edit - forgot to write, of course, there is no reason at all why people can not have mods that are not infinate. also, something funny... there is a complete unbalanced thing reguarding engines, it is both cheaper and better to add ion engines than supply storage, and you get a lot more, but not only that, on a big design, it is much cheaper to have all ions with one of the highest sort as you get all the benefits of it! |
Re: SEV DEMO IS OUT!
My idea is basically to replace all instances of "[%Level%]" (component level) in a component with the lower of either "current tech level of the empire" or "component level + N".
Where N can be whatever fits the mod. About N=5 for GGmod with 100 levels, or N=100 if I expand the techs with 100x more levels and 1/100th the cost per level. |
Re: SEV DEMO IS OUT!
bad bug found I think....
jacked photon engine level 1, resource cost is 1,200 when right clicked off of available components list, but it is only 400 when right clicked on ship... giving values of minerals. I am good at this sort of thing and done loads in this thread! why wasnt i a beta tester! edit - found it. it is when I set a component mount on, it gives all values x 4, even if it will not be affected by the mount. |
Re: SEV DEMO IS OUT!
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Why is it so hard for people to see that a component specifically designed to store supplies and do nothing else should be better at that one focussed task than another component that provides movement as its primary task? |
Re: SEV DEMO IS OUT!
http://forum.shrapnelgames.com/images/smilies/happy.gif
lol! and it is better to have engines here, they provide more room and if you get hit loads, you have more engines as back up! maybe at a higher level resource storage gets increased at a much higher rate than ion engines? if not, then it is stupid. in the unmoded SEIV, wasnt it the same, or very similar, only you couldnt have over a certain ammount of engines? :S I am playing a PBW game, but I just can not think how engines worked off the top of my head... (been playing star trek mod), on that you can only have so many engines, but they perform much better! damn, it looks like you cant put on more than a certain ammount of engines! but still... I dont think its right they hold more supplies... |
Re: SEV DEMO IS OUT!
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