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-   -   Any interest in an Eclipse Mod game at PBW? (http://forum.shrapnelgames.com/showthread.php?t=24056)

Ragnarok-X June 8th, 2005 01:05 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
i agree, lets start one.

Kevin Arisa June 8th, 2005 02:33 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
Yeah a lot of balancing has been going on.

1. I was considering reducing the fighter launching capabilities of the Unit Launchers further, but I decided to remove that function from them completely. This solves the problem clean and simple. Should have been this way for the start anyway.

2. I forgot to mention that the other ship\station resource components would be recieving a significant price increase but otherwise maintain their current effectiveness. They are supposed to be really nice, but you would not be able to build a lot of them until later. This also helps races that decide to completely ignore colonization. I tested it, and although difficult, it is possible to survive without any colonies. Perhaps even without your homeworld but I havent tested that just yet.

3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.

4. Basic Warp Point generation\closing is available from the start ona medium tech start. On low tech you need the Stellar Observation technology from the Astrophysics science.

5. Engineering components have the ability to repair one component per game turn an have a small regeneration capability during combat. All "primary" systems have a regenration rate of 1 damage point per turn which is nothing by itslef but when engineering is present it has a more noticable effect. All major damages to "secondary" systems like weapons, shields, armor, etc. cannot be repaired by the crew during combat but can be repaired 1 component per turn by engineering. This simulates the crew's ability to repair their own ship. Organic components ALL have a 1 point regeneration. They also have components called Regeneration Cores which do nothing but provide a large amount of damage regeneration. This greatly makes up for thier rather unreliable bioelectric field generators which are meant to protect mostly from weapons inneffective against shields like mass and laser based weaponry.

6. When it comes to those insane starting settings with 10 planets, High Tech and such, I never did that kind of thing so Im not sure what kind of glitches are going to result. I wil try those settings and look for problems. However, I have had some very large empires with no problems. We will just have to see what happens.

7. I will filter out all of the shipsets for a smaller download option soon. I have been too lazy to do so earlier. http://forum.shrapnelgames.com/image...ies/tongue.gif

Keep the responses coming! My feedback rate has been rather low up until now so any suggestions are greatly appreciated.

Ed Kolis June 8th, 2005 02:44 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
Quote:

Kevin Arisa said:
3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.

Sure! Just add these two lines below the Vehicle Type field in your warhead entries in Components.txt:

<font class="small">Code:</font><hr /><pre>
Vechicle List Type Override := Ship, Fighter, Mine, Drone
Vehicle List Type Description := Ship\Ftr\Mine\Drone
</pre><hr />

It's a new feature in 1.91 http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: remember to misspell Vehicle the first time but not the second http://forum.shrapnelgames.com/images/smilies/wink.gif

Kevin Arisa June 8th, 2005 02:52 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
Thanks, this is an invaluable feature. Makes my life so much easier. I still want to see if kamikaze troops are functional first before I change anything.

Ed Kolis June 8th, 2005 04:31 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
Yeah, you can also do it with target types, although you still can't make weapons target ships and bases separately... http://forum.shrapnelgames.com/images/smilies/frown.gif

BTW, any reason the specialty mounts like Efficient and Ranged don't apply to bases? Just too lazy to duplicate them all again? http://forum.shrapnelgames.com/images/smilies/wink.gif

Kevin Arisa June 8th, 2005 04:50 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
The base mounts handle all the needs of bases so I saw no need for specialty mounts on bases.

Effecient Mount reduces supply usage. Bases have no supply. Ranged and Accurate Mount arent needed because base mounts already increase range and accuracy. Burst Mount reduces range and increases power. Not a good strategy for an immobile base. The sheer size of a base mount negates the need for Armored mountings. The reduced mounts are also unnecessary.

As a side note, the mounts for Satellites and Weapon Platforms have been changed so you will usually have only one strong weapon per platform\satellite. Maybe two or three on large ones. This way during tactical combat it takes less time for planets and satellites to finish firing weapons. I always hated waiting for a long time while sats and planets fire several hundred shots. Now its one per unit.

Ed Kolis June 11th, 2005 02:25 PM

Re: Any interest in an Eclipse Mod game at PBW?
 
Oh yeah... what's with all those zero point racial traits? Haven't decided on values for them yet, or just unimpelemented?

Kevin Arisa June 12th, 2005 01:30 AM

Re: Any interest in an Eclipse Mod game at PBW?
 
I did it on purpose. There are advantages and disadvantages to using many different technologies. More technologies mean more options and strategies. However, the amount of research required to advance a large number of sciences will slow down the overall progression of the race. Many advanced techs require a large "entry fee" of research points to even begin that area of study.

For example, a species researching both Crystaline Manufacturing and Mutation Control would require twice as much research time as a species devoted entirely to Solid Energy Studies. The pros and cons are notable for both sides.

Ed Kolis June 12th, 2005 03:14 AM

Re: Any interest in an Eclipse Mod game at PBW?
 
But there's no disadvantage to picking all the racial traits - shouldn't they at least cost something, if even just 100 points?

Fyron June 12th, 2005 03:33 AM

Re: Any interest in an Eclipse Mod game at PBW?
 
If they cost zero, you might as well remove the racial aspects and make them all available in the regular tech tree. Everyone is going to take all of them, resulting in over-flowing the empire descriptions and hiding other traits that might be different...


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