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-   -   Sweet Mod 4.5 (http://forum.shrapnelgames.com/showthread.php?t=10735)

tesco samoa November 15th, 2003 06:14 PM

Re: Sweet Mod 2.1
 
Ed. All Maintence is at 10% as per SJ's Maintence system in P&N. SJ can explain it...

2.0.1 Changes So far.


1) added the new FQM 2.08 Mod
2) added the 500 kt Colony Arc Ship to transport the 400 KT colony component
3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game.
4) changed - Solar sails bonus movements are now 2 , 4 , 6


Now #3 is some thing I have been in dicussion with a few people over on the beginning of balance for resources.... This will force players to build more rads and Organics to support their ships.

Fyron November 15th, 2003 06:55 PM

Re: Sweet Mod 2.1
 
Make components that would seem to require a lot of radioactives, like engines and energy based weapons, cost lots of rads and few mins. Make stuff that seems to rely completely on crew ability (such as psychic weapons) cost lots of organics, as well as stuff like life support and crew quarters, which should cost mostly organics cause they need organic stuff to support the crew. That is a pretty good start to balancing the resources. http://forum.shrapnelgames.com/images/icons/icon12.gif

spoon November 15th, 2003 09:55 PM

Re: Sweet Mod 2.1
 
A related question: what's the best way to balance the amount of resources an empire makes from its homeworlds? For example, what's the best way to give a homeworld an extra 2k Organics and Rads each turn?

I tried the minimum income thing in settings.txt, but that didn't seem to do anything. And I didn't see a way to change the distribution of resource gathering facilities. If I make a special homeworld only facility (like a super-expensive spaceport that generates 2k organics and 2k rads), how do I prevent the ai from trying to build those spaceports all over the place?

Fyron November 15th, 2003 09:58 PM

Re: Sweet Mod 2.1
 
Make the HW facilities come first in the file, and make the normal miners more "advanced" (ie: require more tech levels, even if many of those levels are redundant, such as two entries for Minerals Extraction 1).

Ed Kolis November 16th, 2003 02:23 AM

Re: Sweet Mod 2.1
 
Quote:

Originally posted by tesco samoa:
3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game.
<font size="2" face="sans-serif, arial, verdana">I don't think that will make much of a difference... even a Baseship hull only costs 1500 minerals, so what's another 150 organics and 300 radioactives compared to the cost of the components? http://forum.shrapnelgames.com/image...s/rolleyes.gif

Quote:

4) changed - Solar sails bonus movements are now 2 , 4 , 6
<font size="2" face="sans-serif, arial, verdana">Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron November 16th, 2003 06:34 AM

Re: Sweet Mod 2.1
 
Quote:

I tried the minimum income thing in settings.txt, but that didn't seem to do anything.
<font size="2" face="sans-serif, arial, verdana">If you generate 1 resource, you do not get the minimum empire generation. You only get that if you make absolutely no resources (on your own, not from trade treaties).

tesco samoa November 16th, 2003 06:54 PM

Re: Sweet Mod 2.1
 
Nodachi it seems i found another bug in the 1.74 david g modder...

It removed the Shields := line from the text file.

Nodachi November 16th, 2003 11:29 PM

Re: Sweet Mod 2.1
 
Ah, an outside source caused the error!

I figured it was either that or a 3am modding session! http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie November 17th, 2003 02:01 AM

Re: Sweet Mod 2.1
 
Quote:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
4) changed - Solar sails bonus movements are now 2 , 4 , 6[/qb]
<font size="2" face="sans-serif, arial, verdana">Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! http://forum.shrapnelgames.com/images/icons/shock.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Personally, I reccommend having the sails produce standard movement.
Less speed per KT than normal engines, but they would use up zero supplies and be fairly inexpensive.

Makes for an alternate and compatible propulsion paradigm. Most useful for infinite-range scouts and local freighters on repeat orders, while warships that need peak efficiency speed generators can use regular engines.

[ November 17, 2003, 00:01: Message edited by: Suicide Junkie ]

Fyron November 18th, 2003 12:08 AM

Re: Sweet Mod 2.1
 
You included the stock system graphics in the full file!!! No wonder it is 54 MBs! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

AND you included the data_backup folder made by the SE4 Modder program. That is an additional waste of downloading bandwidth.

AND the Image Mod! The whole point of the Image Mod is to NOT include the images in your mod download, to cut down on wasted downloading time of downloading the same images over and over again...

[ November 17, 2003, 22:10: Message edited by: Imperator Fyron ]


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