![]() |
Re: TDM-ModPack 2.00 BETA
and the game goes on... http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif
Diplomacy (turn 70): Norak (me): T&R with Vikings, TA with Jraenar, TA with Praetorians, war with Terrans, TA with Xiati, P with Vaxin, war with Romulans Space Vikings: T&R with Norak, TA with Jraenar (!), MA with Praetorians, P with UkraTal, MA with Terrans, war with Xiati, MA with Orks, MA with Klingons Jraenar: TA with Norak, TA with Vikings (!), T&R with UkraTal, war with Terrans, war with Xiati, TA with Orks, war with Klingons Preatorians: TA with Norak, MA with Vikings, TR with Terrans, TR with Xiati, war with Vaxin, P with Romulan UkraTal: P with Vikings, TR with Jraenar, war with Orks, P with Klingons Terrans: war with Norak, MA with Vikings, war with Jraenar, TR with Praetorian, TA with Vaxin, P with Romulans Xiati: TA with Norak, war with Vikings, war with Jraenar, TR with Praetorians, P with Vaxin, TA with Orks, P with Romulans Vaxin: P with Norak, war with Praetorians, TA with Terrans, P with Xiati, war with Romulans Orks: MA with Vikings, TA with Jraenar, war with UkraTal, TA with Xiati, war with Klingons Romulan: war with Norak, P with Praetorians, P with Terrans, P with Xiati, war with Vaxin Klingons: MA with Vikings, war with Jraenar, P with UkraTal, war with Orks other stuff: Terrans: loss of research on turn 55 after gas colo tech & Appl. Pol. Sci, on turn 65 after computers2 & PDC4, on turn70 after adv mil sci2 & repair3; the terrans have all colonization tech since turn 55 and increase their resources and research like crazy. Vikings: around turn 55 the Vikings and Jraenar made peace after a long and bloody war that (surprisingly) holds until now, even though both races are murderous at each other. I guess they are just too busy elsewhere http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. The Viking-Xiati war should be interesting in the future. While the Vikings managed to gain ground previously and even captured and secured one of the Xiati shrine worlds, the Xiati now have the Talisman and are inflicting heavy damage to the Viking fleets. Btw, the Vikings boarded a Xiati carrier some time ago that is now included in one of their fleets. If you want to know something else, let me know. Good night, Rollo |
Re: TDM-ModPack 2.00 BETA
For the record, and off topic, I would like to say thank you to Mephisto, God E, and everyone else who is involved, for all the work that they have done on the TDM pack. Your work is greatly appreciated guys. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
[This message has been edited by Atrocities (edited 08 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:
Okay, I have looked at their situation: They had a really bad start. All their homeworlds were in differnet systems and one was not even next to the other two. By turn 10 they had contact with the Romulans(war) and Praetorians(none). By turn 20 they were at war with the Praetorians and one homeworld was damaged (reduced to 200M pop and 4 facilities out of 18). Apparently they had a temporary peace with the Romulans between 10 and 20, but that was broken in turn 20 also. By turn 30 the damaged homeworld was destroyed and another one blockaded. While they are still up and fighting in turn 70, they never really recovered from those early losses. I will definately include them in my next game again to see how they do then. Btw, I have all the saves from every 10 turns. If you or anybody else wants to look at them, just tell me and I will send them to you. If anybody wants me to look at something particular about their races, just let me know. Rollo PS: If you want me to send you any turns, write me an email. I'll be up another hour or so, post the stats up to turn70 and then go to bed.<HR></BLOCKQUOTE> Thanks for the info! I don't think I'll need to see the save game. Just keep us posted on how things are going. This is a huge help. If you can, check out the Rage in your next game, they may have a few new tricks up their sleeves. http://www.shrapnelgames.com/ubb/images/icons/icon6.gif |
Re: TDM-ModPack 2.00 BETA
New Ai files: Fixes problems with the Vaxin and the Shadows.
|
Re: TDM-ModPack 2.00 BETA
For [K126] Mephisto, Alpha Kodiak and Tampa_Gamer
Many thanks to you and the others guys for the wonderful work! I have some question for you: First, if I understand correctly, the Last TDM_ModPack Version is TDM_ModPack 200.zip posted 7 November 2001 16:21, upgraded with BetaUpdate2.zip posted 8 November 2001 08:30, which already cover the fixes in TDM_ModPack.zip file posted by God Emperor 7 November 2001 13:08 and the fixes in Vaxin 111.zip file posted by Alpha Kodiak 8 November 2001 06:30, or I need even BetaUpdateI.zip, posted 7 november 2001 16:45? About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack? Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt, QuadrantTypes.txt from Deathstalker and Events.txt ver.1.30 from Dracus, posted 21 July 2001 15:46? Thanks and bests regards. Marco. |
Re: TDM-ModPack 2.00 BETA
Thanks for your kind words, Marco. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Answering your Question: Just download the TDM-ModPack_200.zip OR the latest Beta Update 2.zip (I keep all my files up to date http://www.shrapnelgames.com/ubb/images/icons/icon7.gif). All fixes, including the ones for the Colonials, are included in both files. Further, there are no known conflicts with these other MODs, read the Readme - Compatibility.txt that comes with the ModPack for further details. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
@Rollo, Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent....<HR></BLOCKQUOTE> Yes, they are getting really big. FYI, they have researched gas colo tech in turn 50. I was planning on including them in my next test again to see if they can repeat this performance, but I have just realized that all the slots are already full. I want to limit the races to 10, because that makes it easier to post the stats (so far I had to make two screenshots and cut and paste the Klingons into the leaderboard, because I had 11 races and the game only shows 10 races on one screen). The next test will include the Sergetti, Xi'Chung, and Norak (as requested by Daynarr), the Dra'kol, Piundon, and Colonials (as requested by Tampa), the Rage (for A.K.), and Vaxin (they deserve a second chance), and of course myself and the Space Vikings (hey, I am not doing this out of pure altruism. I want to see how my guys are doing http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). [K126]Mephisto- I will send you the saves up to turn 100. I will post stats and more info up to turn 100 later today. Rollo PS: It just came to me how can include the Jraenar also in the next game. I'll just put myself as the Last player in the list. Nobody is really interested in my stats anyway http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. |
Re: TDM-ModPack 2.00 BETA
@Rollo,
Keep up the good reports! Am a bit busy myself currently, with the Last week being particulalry hectic play testing the mods and getting them finalised. Incidently, the Jraenar AI is the same as the Romulan AI, with racial traits providing the only difference. If you check the races that I have worked on, you will see that Gas Giant technology is very advanced in their research queue with Ice technology being a little further back. In my play tests, if my AI get a decent start, they grow quite massive and build impressive sized fleets. Have fun! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Regards, GE |
Re: TDM-ModPack 2.00 BETA
Here are the stats for turns 71-100.
The Orks have suffered from the war with the Klingons, also the Vikings captured one of their breathable mining colonies with troops. Let's see, if they can strike back... Also the Orks and Vikings have been falling behind from their good positions in the early to mid-game, because they haven't researched other colonization tech (I suppose). Colonization tech (as of turn 80) Vikings: Ice Jraenar: Rock, Gas, (Ice is in the queue) Praetorians: Rock, Gas UkraTal: Ice, Gas Terran: all Xiati: all Vaxin: Gas Orks: Rock Romulans: Gas Klingons: Rock, Gas Diplomacy (turn 90): Norak (me): MA with Vikings, war with Jraenar, TA with Praetorians, war with Terrans, TA with Xiati, P with Vaxin, war with Romulans Space Vikings: MA with Norak, war with Jraenar, P with Praetorians, P with UkraTal, MA with Terrans, TA with Xiati, TR with Vaxin, none with Orks (I don't know who broke that MA), TR with Romulans, MA with Klingons Jraenar: war with Norak, war with Vikings, TA with Praetorian, P with UkraTal, war with Terrans, war with Xiati, TR with Orks, war with Klingons Praetorians: TA with Norak, P with Vikings, TA with Jraenar, MA with Terrans, MA with Xiati, TA with Vaxin, MA with Orks, P with Romulan UkraTal: P with Vikings, P with Jraenar, war with Orks, P with Klingons Terrans: war with Norak, MA with Vikings, war with Jraenar, MA with Praetorian, TR with Xiati, P with Vaxin, P with Romulans Xiati: TA with Norak, TA with Vikings, war with Jraenar, MA with Praetorians, TA with Terrans, P with Vaxin, MA with Orks, P with Romulans Vaxin: P with Norak, TR with Vikings, TA with Praetorians (the Vaxin-Praetorian war has ended both races are brotherly now towards each other), P with Terrans, P with Xiati, TA with Orks, war with Romulans Orks: none with Vikings (I don't know who broke that MA), TR with Jraenar, MA with Praetorians, war with UkraTal, MA with Xiati, TA with Vaxin, war with Klingons Romulan: war with Norak, TR with Vikings, P with Praetorians, P with Terrans, P with Xiati, war with Vaxin Klingons: P with Vikings, war with Jraenar, P with UkraTal, war with Orks While I don't know if this just happened by chance or is due to the politics file, I really like the sneaky Romulan diplomacy. Waging war against weaker nations and making peace and partnerships with stronger ones is very Romulan-like (At least AFAIK, not being a hardcore trekkie http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). fleets (in turn 100) Vikings: 4 fleets 13 / 13 / 3 / 2 Jraenar: 4 fleets 30 / 21 / 20 / 12 UkraTal: 2 fleets 15 / 8 Terrans: 5 fleets 5 / 4 / 4 / 2 / 2 Xiati: 5 fleets 4 / 4 / 3 / 2 / 1 Vaxin: 4 fleets 7 / 3 / 3 / 3 Orks: 5 fleets 2 / 1 / 1 / 1 / 1 Romulans: 2 fleets 2 / 1 Klingons: 3 fleets 20 / 6 / 3 lost research: Jraenar: turn 75 after Ship Con.6 & Stell. Har.4; turn 90 after missiles5 & combat support2 Terrans: turn 75 after Adv Mil Sci 5 & prop.5 Praetorians: turn80 after Null-Space1 & prop5; turn 95 after Stell. Har.6 & Industry Romulans: turn 85 after mines3 & Null-Space1 Xiati: turn 90 after Adv Mil Sci 2 & Repair 3 When I checked on the fleets, I noticed that a number of races (Jraenar, Praetorian, UkraTal, Romulan, Klingons, and maybe others that I missed) also build troop transports. Without getting too much off-topic here, let me suggest that you use normal warships hulls rather than transport hulls for the troop ships. Also it might be a good idea to make the minimum size something like BC or BB (depending on your research), since troops are not researched until the late game by these races. Most of the TTs that I have seen were small transports with ion engines I, so they have been sitting in orbit for some time. Check the files of the Aquilaeian, Orks, or Space Vikings for inspiration. BTW, the AI files I am using for the Vikings in this test are not posted, yet. But if anybody is interested, I can send an AI update. Cya, Rollo |
Re: TDM-ModPack 2.00 BETA
Marco:
The BetaUpdate2.zip download will give you the same fixes as the Vaxin 1.11 download, so you don't need both. I only posted the Vaxin separately for those who don't use TDM. |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
@Rollo, Keep up the good reports! Am a bit busy myself currently, with the Last week being particulalry hectic play testing the mods and getting them finalised. Incidently, the Jraenar AI is the same as the Romulan AI, with racial traits providing the only difference. If you check the races that I have worked on, you will see that Gas Giant technology is very advanced in their research queue with Ice technology being a little further back. In my play tests, if my AI get a decent start, they grow quite massive and build impressive sized fleets. Have fun! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Regards, GE<HR></BLOCKQUOTE> Oops, I almost missed your post God Emperor, interesting to hear that the Jraenar and Romulans having similar files, since their performance is a lot different in this game. I also noticed that a lot of races research colonization tech early. Depending on how the next test goes, I might move up the colo tech for the Vikings a little bit, but right now I still like the "lean and mean" strategy. I'll keep posting and having fun http://www.shrapnelgames.com/ubb/images/icons/icon7.gif, Rollo |
Re: TDM-ModPack 2.00 BETA
Great work Rollo! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I can remember when we started to test our races with Atraikius, and was very very good. Please, can you send me: 1. The new AI files for the Vikings. 2. The Last savegame for the game that you have started with the EEEvil, Orks, etc? Thanks again! |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Master Belisarius:
Great work Rollo! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I can remember when we started to test our races with Atraikius, and was very very good. Please, can you send me: 1. The new AI files for the Vikings. 2. The Last savegame for the game that you have started with the EEEvil, Orks, etc? Thanks again!<HR></BLOCKQUOTE> Yes, I remember that, too http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. The Vikings have quite improved since then, I think. Check them out, files are in the mail. |
Re: TDM-ModPack 2.00 BETA
God Emperor,
I have found a ship design bug. As one picture says more than a thousand words, here it is. I can only assume this is not intended. Rollo |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:
God Emperor, I have found a ship design bug. As one picture says more than a thousand words, here it is. I can only assume this is not intended. Rollo<HR></BLOCKQUOTE> Well... all the original Colony ships come with this bug! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif The question is that an standard Colony hull has not space for 2 colony components, but a Battle Cruiser hull yes... |
Re: TDM-ModPack 2.00 BETA
Yeah, he just needs to eliminate the misc. ability 3 line from the colonizers. If the must have line is filled-in with the colony type, there is no need to have this line too. That is why it is adding two colonizers.
|
Re: TDM-ModPack 2.00 BETA
And we have a new leader!
The Jraenar have suffered under Viking raids into their homelands and amidst the confusion of war the peaceful Praetorians have seized the opportunity and are now aiming for galactic domination. The only questions: Can the Jraenar retaliate and put an end to the Viking intruders? And how will the other races react towards the new galactic leader? Diplomacy (turn 110): Norak (me): MA with Vikings, war with Jraenar, MA with Praetorians, war with Terrans, TA with Xiati, P with Vaxin, war with Romulans Space Vikings: MA with Norak, war with Jraenar, P with Praetorians, P with UkraTal, war with Terrans, TA with Xiati, none with Vaxin, none with Orks, MA with Romulans, P with Klingons Jraenar: war with Norak, war with Vikings, TR with Praetorian, war with UkraTal (that has changed from P, btw), TR with Terrans, war with Xiati, war with Vaxin, war with Orks, war with Romulans, war with Klingons Praetorians: MA with Norak, P with Vikings, TR with Jraenar, P with Terrans, MA with Xiati, MA with Vaxin, TA with Orks, P with Romulan; really Mr. Nice Guy http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. The Praetorians have brotherly moods towards every race in the galaxy (checked in the other races diplomatic windows). UkraTal: P with Vikings, war with Jraenar (changed from P), war with Orks, P with Klingons Terrans: war with Norak, war with Vikings, TR with Jraenar, P with Praetorian, MA with Xiati, P with Vaxin, P with Romulans, war with Klingons Xiati: TA with Norak, TA with Vikings, war with Jraenar, MA with Praetorians, TA with Terrans, P with Vaxin, MA with Orks, P with Romulans Vaxin: P with Norak, none with Vikings, war with Jraenar, MA with Praetorians, P with Terrans, P with Xiati, MA with Orks, war with Romulans Orks: none with Vikings , war with Jraenar, TA with Praetorians, war with UkraTal, MA with Xiati, MA with Vaxin, none with Klingons Romulan: war with Norak, MA with Vikings, war with Jraenar, P with Praetorians, none with Terrans, P with Xiati, war with Vaxin Klingons: P with Vikings, war with Jraenar, P with UkraTal, war with Terrans, none with Orks lost research: Praetorians: on 110 after prop. 9 & ripper 2 UkraTal: on 115 after stell. har. 5 & industry Terrans: on 115 after computers 5 & APB 1; and on 120 after Astrophysics1 & APB 5 I will keep you posted, Rollo |
Re: TDM-ModPack 2.00 BETA
@Rollo,
Go Jraenar!!! They look seriously mean at turn 70... They should start colonising Gas Giants shortly - if they already havent.... |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Marco:
About Colonial and Drakol: Colonial AI Research.txt and Drakol AI Research.txt, posted by Tampa_Gamer 7 November 2001 22:04, are specials files Versions only for “No Connections” type game, or must be used for all games, effectively replacing the originals corresponding files in TDM_ModPack? Finally there is any known conflict with Tampa Gamer Sound 1 35.zip and related Component.txt<HR></BLOCKQUOTE> Marco, thanks. Just to clarify, the Colonials and Dra'kol research files only need to be replaced if you want to start a game where the warp points are not connected to start with. There is no need to replace the files otherwise as there were no other changes made to the files. As for my Sound Mod, the latest Version was posted yesterday updated to SE4 Version 1.49, which is fully compatible with the TDM-ModPack, just follow the directions in the readme.txt. If you have any questions, just yell. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif -TG [This message has been edited by Tampa_Gamer (edited 08 November 2001).] |
Re: TDM-ModPack 2.00 BETA
Ouch, the Jraenar are really being hit hard. Meanwhile the Terrans have more than doubled their ships and have jumped to second place.
Diplomacy (turn 130): Norak (me): MA with Vikings, war with Jraenar, MA with Praetorians, war with Terrans, MA with Xiati, TA with Vaxin, war with Romulans Space Vikings: MA with Norak, war with Jraenar, P with Praetorians, P with UkraTal, war with Terrans, TA with Xiati, none with Vaxin, TA with Orks, P with Romulans, P with Klingons Jraenar: war with Norak, war with Vikings, MA with Praetorian, war with UkraTal, MA with Terrans, war with Xiati, war with Vaxin, TA with Orks, war with Romulans, TA with Klingons Praetorians: MA with Norak, P with Vikings, MA with Jraenar, TA with UkraTal, P with Terrans, MA with Xiati, P with Vaxin, MA with Orks, P with Romulan, none with Klingons UkraTal: P with Vikings, war with Jraenar, TA with Praetorians, TA with Terrans, MA with Xiati, war with Orks, none with Romulan, P with Klingons Terrans: war with Norak, war with Vikings, MA with Jraenar, P with Praetorian, TA with UkraTal, MA with Xiati, P with Vaxin, P with Romulans, war with Klingons Xiati: MA with Norak, TA with Vikings, war with Jraenar, MA with Praetorians, MA with UkraTal, MA with Terrans, P with Vaxin, MA with Orks, P with Romulans, war with Klingons Vaxin: TA with Norak, none with Vikings, war with Jraenar, P with Praetorians, P with Terrans, P with Xiati, P with Orks, none with Romulans Orks: TA with Vikings , TA with Jraenar, MA with Praetorians, war with UkraTal, MA with Xiati, P with Vaxin, war with Klingons Romulan: war with Norak, P with Vikings, war with Jraenar, P with Praetorians, none with UkraTal, P with Terrans, P with Xiati, war with Vaxin Klingons: P with Vikings, TA with Jraenar, none with Praetorians, P with UkraTal, war with Terrans, war with Xiati, war with Orks lost research: Terrans: on 125 after prop 12 & APB 8; and on 130 after Quantum Reactor & APB 10 What do think? Should I continue with this game and watch them duke it out? I am still a little bit curious what happens now with the Praetorians and the Terrans after they got so big. But I could also start a new game. Up to you. Anyway, time for bed... Good night, Rollo |
Re: TDM-ModPack 2.00 BETA
Personally I would be interested to see how the Terrans and the Xiati are doing in an hightech environment as some of their strength will only show up now (try to hit a Xiati ship now, you will be surprised). The angain, there are many other races to be tested. If you start a new test run make sure to include some of Tampas races as well as none of these were in the Last game. From my races only the Torons should be added.
|
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by [K126]Mephisto:
Personally I would be interested to see how the Terrans and the Xiati are doing in an hightech environment as some of their strength will only show up now (try to hit a Xiati ship now, you will be surprised). The angain, there are many other races to be tested. If you start a new test run make sure to include some of Tampas races as well as none of these were in the Last game. From my races only the Torons should be added.<HR></BLOCKQUOTE> Okay, I will run this test a little longer. Unfortunately all spots for the next game are already taken. The races will be the Sergetti, Xi'Chung, Norak, Dra'kol, Piundon, Colonials, Rage, Vaxin, Jraenar, and the Space Vikings. Can somebody please tell me, if any of these races have similar (near identical) AI files. So I can make room for the Torons. I was going to include the Jraenar and Vaxin again, because a) the Jraenar did so well b) the Vaxin need a second chance. Please, let me know which race I can leave out. Otherwise I'll just roll a die http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Thanks, Rollo edit:typo [This message has been edited by Rollo (edited 09 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer:
Rollo- If you roll the die on one my races, take the Colonials out. Although they have some unique tweaks and a different build queue I would like publicly tested, they are for the most part a combination of the Piundon and Dra'kol AI file. -TG<HR></BLOCKQUOTE> Not necessary, I'll either not use the Jraenar again or not use the Toron. I have been in contact with Mephisto and he said it wouldn't be a problem, if they weren't included. But thanks for your suggestion anyway http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. I'll post the stats of the current game turn 140 soon and will probably start the new game tonight. If anybody has any suggestions/request about the setup please post them. Later, Rollo |
Re: TDM-ModPack 2.00 BETA
@Rollo,
Nice to see that my Jraenar and Praetorian did so well by turn 130. The Praetorian AI is basically that of the Klingons (with different stats and politics). The Jraenar is basically that of the Romulans (again with different stats and politics). I wasnt lying when I said that if any of my races got going, they colonise lots and build lots of ships..... According to my calcs, the Jranar are short about 40 ships - lost them in a big battle huh? Their build list would be full of Attack Ships, I would expect.. Have just started my own new game with 20 modpack races in a 255 max planet galaxy. Regards, GE PS: When you say lost research, what do you mean? [This message has been edited by God Emperor (edited 09 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
@Rollo, Nice to see that my Jraenar and Praetorian did so well by turn 130. The Praetorian AI is basically that of the Klingons (with different stats and politics). The Jraenar is basically that of the Romulans (again with different stats and politics). I wasnt lying when I said that if any of my races got going, they colonise lots and build lots of ships..... According to my calcs, the Jranar are short about 40 ships - lost them in a big battle huh? Their build list would be full of Attack Ships, I would expect.. Have just started my own new game with 20 modpack races in a 255 max planet galaxy. Regards, GE<HR></BLOCKQUOTE> God Emperor, yes, they are doing really well http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. I have noticed something about their late ship designs, though. I will send you an email about that. Have you seen the colony ship design bug, btw? And yeah, the Jraenar lost a couple of battles. They are starting to recover, though. The Praetorians are getting bigger and bigger. They are close to becoming MEE. There are a couple of races that are murderous towards them, but who will dare to break the peace? Anyway, stats for turn 140 are attached. fleets (in turn 140) Vikings: 5 fleets 14 / 9 / 2 / 2 / 1 Jraenar: 2 fleets 7 / 1 Praetorians: 4 fleets 7 / 5 / 4 / 3 (that's odd with over 200 ships, isn't it? Could it be related to the fact that they are not at war with anybody, so the minister sees no reason to assemble fleets? I don't know.) UkraTal: 2 fleets 8 / 1 Terrans: 4 fleets 9 / 3 / 2 / 1 (The Terrans had a problem with building ships for some obscure reason previously. Also they would build only defense ships. Now they have a good number of attack ships as well. Looks like the minister has been fired and replaced by someone else who knows how to follow AI files http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif) Xiati: 6 fleets 10 / 9 / 8 / 5 / 5 / 4 Vaxin: 3 fleets 7 / 5 / 2 Orks: 2 fleets 4 / 1 Romulans: 2 fleets 4 / 2 Klingons: 3 fleets 18 / 9 / 6 loss of research: Terrans: on 135 after Stell. Har. 3 & Weap Pl. 3; on 140 after Stell. har. 6 & Stell. Manip. 1 Xiati: 135 after SY 3 & Planet Util. 3 Romulans: 135 after prop. 9 & ripper 2 Later, Rollo |
Re: TDM-ModPack 2.00 BETA
GE,
when I say "research lost" that means that I got message "All projects completed" in the log, when I check on the races every 5 turns. When all research projects are completed the remaining research points are lost. Rollo |
Re: TDM-ModPack 2.00 BETA
@Rollo,
Just spotted the post about the double colony ships http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. Most amusing. Not sure what to do about it but my guess is that the AI would have plenty of resources (with even a low bonus)and will not suffer unduly. Looked like a pretty tough colony ship though - would probably even survive an unstable warp point! Regards, GE PS: Research; what bonus setting were you using? I'll take a look at the research % settings whilst playing my current game. Thanks for your observations... [This message has been edited by God Emperor (edited 09 November 2001).] |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
@Rollo, Just spotted the post about the double colony ships http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. Most amusing. Not sure what to do about it but my guess is that the AI would have plenty of resources (with even a low bonus)and will not suffer unduly. Looked like a pretty tough colony ship though - would probably even survive an unstable warp point! Regards, GE<HR></BLOCKQUOTE> Just delete the Colony component from the misc. abilities, since you already have that as a "must have". edit: Is the mail from your profile still used? So I can send something about the ship designs. Rollo [This message has been edited by Rollo (edited 09 November 2001).] |
Re: TDM-ModPack 2.00 BETA
I havent raised this before but Rollo's observations have reminded me of it. Does anyone recall the fleet allocations being used correctly?
In all of my games, I have never seen an AI build a really large fleet - in accordance with the Fleet file. Thoughts? |
Re: TDM-ModPack 2.00 BETA
@Rollo,
Would gladly welcome your thoughts via email - my profile address was correct Last time I looked (I havent changed it at all). Regards, GE |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
I havent raised this before but Rollo's observations have reminded me of it. Does anyone recall the fleet allocations being used correctly? In all of my games, I have never seen an AI build a really large fleet - in accordance with the Fleet file. Thoughts?<HR></BLOCKQUOTE> The Jraenar had 2 fleets of around 30 ships in this game. Also I have seen 30-40 ship fleets by the Aquilaeian in other games. The Praetorian currently (turn 145) have a 49 ships fleet flying around in this game. Is that what you mean by "really big fleets" or even bigger? It is kind of a relative term http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Other than that, I can say that I have never seen the fleet minister use as many ships in the fleets as you specify in the AI files. The minister breaks up fleets way too often IMHO. Rollo |
Re: TDM-ModPack 2.00 BETA
I frequently see the Aquilian and Pyrochette with fleets around 20 ships, and have seen the Earth Alliance use some really big fleets, twice over 50 ships, once 116 ships.
|
Re: TDM-ModPack 2.00 BETA
Hi,
I have done a few more quick turns without looking into detail much. I just wanted to see what would happen. Well, it hasn't happened very much really. Diplomacy is pretty stable at the moment. The Praetorians are still in the lead with the Terrans and Viking trying to catch up. I will end this game now to give other races a chance. If anybody is interested in any saves or wants to know something about their races, just yell. Rollo |
Re: TDM-ModPack 2.00 BETA
Hi,
I have started a new game: large mid-life without black holes, no events, 20000 resources, 3 average planets, low tech/med cost, 3000 pt empires, high difficulty, low bonus. I am using the following races added in random order: Rage, Toron, Xi'Chung, Dra'Kol, Piundon, Colonials, Norak, Vaxin, Space Vikings, Sergetti. I am playing the Pyrochette under full minister control (not getting the low bonus, so nevermind the Pyrochette's score which won't even show in the statistics). Stats for turn 10 are posted as jpg. diplomacy (turn 10) Rage: war with Norak, none with Pyrochette Toron: war with Piundon Xi'Chung: no contacts Dra'Kol: war with Vaxin Piundon: war with Toron, none with Sergetti Colonials: war with Vikings Norak: war with Rage, none with Pyrochette Vaxin: war with Dra'Kol Vikings: war with Colonials Sergetti: none with Piundon Pyrochette (me): none with Rage, none with Norak All races have a decent number of colonizeable planets around, except the Sergetti and the Vikings (on way leads to a nebula the other to the Colonials). The Rage have an excellent start with lots of empty planets around. As you can see a lot of early wars have broken out, so let's see what happens http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. The Toron have lost some research points in turn 10, because all projects were completed after they researched mines1 and PDC 2. More later (I have to do a few PBM turns, first http://www.shrapnelgames.com/ubb/images/icons/icon7.gif), Rollo [This message has been edited by Rollo (edited 09 November 2001).] |
Re: TDM-ModPack 2.00 BETA
Rollo- If you roll the die on one my races, take the Colonials out. Although they have some unique tweaks and a different build queue I would like publicly tested, they are for the most part a combination of the Piundon and Dra'kol AI file.
-TG |
Re: TDM-ModPack 2.00 BETA
Here are the stats and diplomacy for turns 20-40:
diplomacy (turn 20) Rage: war with Norak, war with Pyrochette Toron: war with Piundon, none with Pyrochette Xi'Chung: no contacts Dra'Kol: war with Vaxin Piundon: war with Toron, war with Sergetti, none with Pyrochette Colonials: war with Vikings Norak: war with Rage, war with Pyrochette Vaxin: war with Dra'Kol Vikings: war with Colonials Sergetti: war with Piundon Pyrochette (me): war with Rage, none with Toron, none with Piundon, war with Norak diplomacy (turn 30) Rage: war with Xi'Chung, war with Norak, war with Pyrochette Toron: war with Piundon, TA with Vaxin, TA with Pyrochette Xi'Chung: war with Rage Dra'Kol: none with Norak, war with Vaxin Piundon: war with Toron, none with Vaxin, war with Sergetti, none with Pyrochette Colonials: war with Vikings Norak: war with Rage, none with Dra'Kol, TA with Vaxin, war with Pyrochette Vaxin: TA with Toron, war with Dra'Kol, none with Piundon, TA with Norak Vikings: war with Colonials Sergetti: war with Piundon, none with Pyrochette Pyrochette (me): war with Rage, TA with Toron, none with Piundon, war with Norak diplomacy (turn 40) Rage: war with Xi'Chung, war with Norak, war with Pyrochette Toron: war with Piundon, MA with Vaxin, TR with Pyrochette Xi'Chung: war with Rage, none with Pyrochette Dra'Kol: TA with Norak, war with Vaxin Piundon: war with Toron, none with Vaxin, war with Sergetti, TA with Pyrochette Colonials: war with Vikings Norak: war with Rage, TA with Dra'Kol, P with Vaxin, war with Pyrochette Vaxin: MA with Toron, war with Dra'Kol, none with Piundon, P with Norak, TA with Vikings Vikings: war with Colonials, TA with Vaxin Sergetti: war with Piundon, none with Pyrochette Pyrochette (me): war with Rage, TR with Toron, none with Xi'Chung, TA with Piundon, war with Norak, none with Sergetti research points lost: Toron: on turn 30 after psychic studies and armor 2 Piundon: on turn 30 after shields 2 and armor 3 As usual, if you need anything special about your races, tell me. So far everything runs smoothly http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. I'll keep an eye on the upcoming Dra'Kol-Vaxin intel war. Good night, Rollo [This message has been edited by Rollo (edited 10 November 2001).] |
Re: TDM-ModPack 2.00 BETA
I started another test game, and decided to throw the AIs a challenge. Large Hypermaze quadrant (comparable to Ancient for AI performance), single Good planet, tech start Low/cost High, AI difficulty High, AI bonus None. I used a Medium number of random AIs with no neutrals.
When I turned the AIs to human control to look at their situations, I discovered that I haven't worked with the AIs enough to judge what's going on. Here are the scores as of turn 30 anyway. Diplomacy on turn 30: Mi-Go (me, 7th) - Terrans none Earth Alliance (3rd) - Norak none, Klingon war Norak (5th) - EA none, Klingon none Rage (1st) - Terran war Terran (6th) - Mi-Go none, Rage war Klingon (2nd) - EA war, Norak none, Drushocka war Drushocka (4th) - Klingon war ------------------ Cap'n Q My first SE IV mod! Hypermaze quadrant The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: TDM-ModPack 2.00 BETA
@Tampa_Gamer:
In the Space Empires: IV - Data/Sound/Graphic Modifications forum your entry of Nov, 7th contains the wrong attachments. Should be an update of the Sound Mod, but there are 2 AI research files. |
Re: TDM-ModPack 2.00 BETA
Here are the stats for turn 50 and 60 and some comments (following MB's good example http://www.shrapnelgames.com/ubb/images/icons/icon7.gif)
Rage: (turn 45) The Rage have colonized all the worlds close to their start and mined all the warp point leading to their space. Now they must fight to expand. There is a contested system which is a junction between the space of the Norak, Pyrochette, and the Rage , all three being at war with each other. If they manage to secure that system they will get 5 planets plus a breathable moon. Also if they can hold a planet there with a resupply depot, they will be able to launch attacks towards the Pyrochette and Norak home systems. Toron: (turn45) They are doing a great job colonizing what they find as well as making incursions into Piundon Space. They have secured a nice piece of the galaxy around their start. Since they already have researched Ice Planet Colonization they will grow even bigger soon even without military gains. Xi'Chung: (turn45) The Xi'Chung were the only race not molested by early wars as they are a little separated from the other races by nebulae and asteroids and have the potential to grow big. However they are not using this advantage. There are still 22 planets to be colonized in their space including a huge breathable in the same system as one of their homeworlds and a nice system with 7 colonizable planets hasn't been touched, yet. They have 33 ships, but no colonizers and none in the queue, either. They do have two nice fleets, though. Sizes are 13 and 14, one in each direction from their space. Dra'Kol: (turn45) The Dra'Kol started right next to the Vaxin and have a war going on since the beginning. They have managed to colonize away from Vaxin a little bit, but are constantly being harassed by Vaxin raids. The war is being fought with ships as well as spies. Piundon: (turn 45) They have a war going on with the Toron and are losing. One of their homeworlds is damaged (nice system btw, with three additional breathables) and will probably soon be cut off from the rest of their space. Maybe they can regroup and strike back, but they also have the not-so-friendly Sergetti coming from the other side... Colonials: (turn 45) The Colonials are also a victim of an early war. They do protect their planets well with satellites and fighters, but wave upon wave of Viking ships eventually wear them down. They have lost two systems so far (one including a homeworld). What's even worse is that they have not found ways to retreat and colonize away from the Vikings as they have found a nebula on their backside and newly built ships are sent into battle instead of exploration (that's hard code). Norak: (turn 45) The Norak started in the center and made some unfriendly contacts with the Rage and Pyrochette early on. They build tons of satellites to protect their worlds. Their systems are not really threatened by the Rage and Pyrochette due to distance and they have room to colonize away from them, but they are not building enough Colonizers, IMHO. Like the Xi'Chung they still have uncolonized plantes in secured (home)systems. Vaxin (turn 45): In spite of the war with the Dra'Kol the Vaxin have managed to grow quite well in other directions. Their friendly relation with the Norak and Toron helps that as well. They have cut off one of the Dra'Kol home systems and if they can destroy the Dra'Kol there and secure the system they will gain 5 planets (2 of them breathable). Vikings: (turn 45) The Vikings can only grow through war against the Colonials. There are doing a good job at that and gained two systems, but the war has been costly against the well defended planets and hundreds of fighters in the Colonial fleets. They explored away from the Colonials, but only found a nebula and an asteroid belt behind that. Ship range is not good enough to explore any further than two systems. They have three full troop transports waiting for a fleet to pick them up in the home systems, but as all fleets are currently in enemy territory or the contested systems, they will sit in orbit and do nothing for some more time. Sergetti: (turn45) The Sergetti didn't find many planets around their start, but colonized all they could find. The only way to expand for them now is into Piundon or Pyrochette space. They have also tried to explore in another direction but cannot reach across a nebula and an asteroid belt behind that (they would find the Xi'Chung behind that, btw). They have built a lot of attack ships and have a fleet of 19 ships close to the Pyrochette border, but that is protected with mines. They have secured a good number of systems, so if they research another colonization tech soon, they can grow big. Pyrochette (me): (turn45) Considering that the Pyrochette are not getting the low bonus for computer players, the Pyrochette are doing really great. They had a good start position and made use of it. Of course me selecting the planets helps a bit, but still very good. I reckon that if they would get a bonus, they would be among the first races in this game. diplomacy (turn 50) Rage: war with Xi'Chung, war with Norak, war with Pyrochette Toron: none with Dra'Kol, war with Piundon, TA with Norak, P with Vaxin, MA with Pyrochette Xi'Chung: war with Rage, TR with Pyrochette Dra'Kol: none with Toron, none with Colonials, MA with Norak, war with Vaxin Piundon: war with Toron, none with Vaxin, war with Sergetti, TA with Pyrochette Colonials: none with Dra'Kol, war with Vikings Norak: war with Rage, TA with Toron, MA with Dra'Kol, P with Vaxin, war with Pyrochette Vaxin: P with Toron, war with Dra'Kol, none with Piundon, P with Norak, TR with Vikings, TA with Pyrochette Vikings: war with Colonials, TR with Vaxin Sergetti: war with Piundon, none with Pyrochette Pyrochette (me): war with Rage, MA with Toron, TR with Xi'Chung, TA with Piundon, war with Norak, TA with Vaxin, none with Sergetti More later... Rollo |
Re: TDM-ModPack 2.00 BETA
Thanks Rollo. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif http://www.shrapnelgames.com/ubb/images/icons/icon7.gif http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I will change vehicle building files for all my races to make sure that they build enough colonizers. |
Re: TDM-ModPack 2.00 BETA
Surprising turns of events in my test game.
Diplomacy for turns 50/51: Mi-Go (me, 2nd/3rd) - Rage, None (despite my repeatedly killing lone scouts and unescorted colony ships); Terran, MA; Drushocka, TA/War (without any provocation at all) Earth Alliance (6th) - Norak, NA; Drushocka, MA Norak (5th) - EA, NA; Terran, None (First Contact on 50) Rage (1st) - Mi-Go, None; Terran, War Terran (3rd/2nd) - Mi-Go, MA; Norak, None (FC); Rage, War Klingon (effectively 7th) - destroyed by EA on turn 50 Drushocka (4th) - Mi-Go, War; EA, MA ------------------ Cap'n Q My first SE IV mod! Hypermaze quadrant The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: TDM-ModPack 2.00 BETA
Psycho - thanks. That is really screwy..it was fine yesterday before I went and deleted a bunch of the previous ModPacks from my uploaded files...Hmmmm...
|
Re: TDM-ModPack 2.00 BETA
More statistics and comments:
For the comments it might be a good idea to read the ones from turn 45 again, so you know what I am talking about http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Rage (turn 80): The Rage are doing a great job. Colonizing, destroying the enemy, mining warp points, creating new planets, everything is there. Good job, AK http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. They have managed to secure the contested system with the Norak and Pyrochette and have driven them out from the neighboring home system as well. Also they are making progress in the direction of the Xi'Chung. AK, I really love the idea of building planet creators early. I have some suggestions for improving the designs, if you like to hear them (either per email or here). Toron (turn80): Great job by the Toron, the current leader, as well http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. They have all colonization tech now and have colonized every world close to them. Now they are sending their colonizers everywhere. We will see how the other races like that. They have driven the Piundon from the contested systems, but have not followed them to destroy the rest as there is an asteroid belt between them now. Due to the partnership with the Vaxin they have many contacts and know a large part of the galaxy. They also have met the Rage in this turn, because they have a fleet in Pyrochette space with whom they have a military alliance. I hope we see a clash of the Titans of this game soon http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. Xi'Chung (turn80): The Xi'Chung had a long period of total stagnation and not used their good starting point, because they wouldn't build colonizers. I have recently changed the files a little bit (moved colonizers before attack/defense ships in the queue without changing the numbers), but as the Rage have already started to set up colonies on unused planets in the Xi'Chung home systems, I fear it is too late, because their ships are really outdated by now (mainly frigates with two seekers I). Dra'Kol (turn80): The Dra'Kol are slowly losing the war against the Vaxin. They have been driven from one of their home systems. However, they have set up colonies away from the Vaxin in systems unclaimed by any other races and they have just discovered rock colonies. So, there is potential to regroup, rebuild and strike back. Due to the lack of colonies their Intel is not very high and so far I have not seen any project come through against the Vaxin defenses. Speaking of defenses, the Dra'Kol protect their colonies well with a mix of sats, WPs and fighters giving the Vaxin a hard time. Piundon (turn 80): They have managed to recover their early losses against the Toron and hold their ground well now. In fact they have gained some ground and make incursions into Sergetti space. The Toron-Piundon war has died down somewhat, because there is an asteroid belt between them now. Colonials (turn 80): The Colonials have lost all their homeworlds and have only one system remaining with a Viking fleet already in it. They did explore away from the Vikings and have met and made peace with the Dra'Kol and Vaxin, but have not settled any worlds, because they are trying to resettle the worlds they lost against the Vikings (hard code). Norak (turn80): The Norak have lost one home system to the Rage. They are still not building enough colony ships, there are a lot of wasted opportunities to set up colonies towards the Vaxin and Dra'Kol space which will probably be taken up by the Toron soon. They have the Talisman for some time now. Vaxin (turn80): They are making progress against the Dra'Kol and have just recently destroyed all the worlds in a Dra'Kol home system that can now be scheduled for resettlement by Vaxin colonists. That will give them a boost. Except for their vendetta against the Dra'Kol they have really good relations with all other races. Small addition from turn 90: the Vaxin have not settled the worlds in the former Dra'Kol system, yet. IMHO, they don't build enough colonizers (esp. in the attack state). Vikings (turn 80): They Vikings have pretty much destroyed the Colonials and taken over their space. That has gained them some nice planets. One of their exploration attempts away from the Colonials has resulted in contact with the Vaxin and after some time they had a partnership with them. Now the Vikings know a lot of places to send their ships which really has more cons than pros as there are less focused on the Colonials now. Colonization attempts away from the Colonials and into Vaxin and Dra'Kol space has mostly resulted in triggering mines and has only gained one extra colony so far. They have made contact with the fast expanding Toron as well (war). That should be interesting as both races will be fighting over the Ice planets in Vaxin space. (turn90) They are in a state of stagnation for some time now as they do not get any new colonies or lose ships in battles. I think that they need to research other colonization tech sooner. Sergetti (turn 80): The Sergetti have made good progress against the Pyrochette in breaching the minefields (resulting in some heavy losses) and driving them out of their systems. On the other hand they are losing ground against the Piundon. All the ships are tied up against the Pyrochette and the minister totally ignores the threat the Piundon are posing. That's hard coded, though. Other than making more fleets available (which also has negative effects resulting in smaller fleets) there is nothing a modder can do about that. Even if the Sergetti had an extra fleet that doesn't mean it would be used against the Piundon incursions. I guess that is just bad luck. Pyrochette (me): (turn80) Not getting the bonus the Pyrochette are now being overwhelmed by the Rage and Sergetti. Luckily they set up some colonies deep in Toron space and if the Toron take no offense at that, this will ensure the Pyrochette survival (and I can keep this test running without interfering http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). diplomacy (turn 90) Rage: none with Toron, war with Xi'Chung, war with Norak, none with Sergetti, war with Pyrochette Toron: none with Rage, MA with Dra'Kol, war with Piundon, MA with Norak, P with Vaxin, war with Vikings, TR with Sergetti, TA with Pyrochette Xi'Chung: war with Rage, NA with Sergetti, MA with Pyrochette Dra'Kol: MA with Toron, MA with Colonials, MA with Norak, war with Vaxin, war with Vikings Piundon: war with Toron, P with Vaxin, war with Sergetti, MA with Pyrochette Colonials: MA with Dra'Kol, MA with Vaxin, war with Vikings Norak: war with Rage, MA with Toron, MA with Dra'Kol, NA with Vaxin, NA with Vikings, none with Sergetti, war with Pyrochette Vaxin: P with Toron, war with Dra'Kol, P with Piundon, MA with Colonials, NA with Norak, P with Vikings, none with Sergetti, P with Pyrochette Vikings: war with Toron, war with Dra'Kol, war with Colonials, NA with Norak, P with Vaxin Sergetti: none with Rage, TR with Toron, NA with Xi'Chung, war with Piundon, none with Norak, none with Vaxin, war with Pyrochette Pyrochette (me): war with Rage, TA with Toron, MA with Xi'Chung, MA with Piundon, war with Norak, P with Vaxin, war with Sergetti More later... Rollo [This message has been edited by Rollo (edited 12 November 2001).] |
Re: TDM-ModPack 2.00 BETA
Rollo:
Thanks for the compliments on the Rage. http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif You can go ahead and post any thoughts on designs here. One thought I have had was to include a repair component on the planet creators. I took a definite minimalist aproach on the Rage stellar manipulation ships. I need to look into the Vaxin Colonization. It seems to me like they don't expand as well as they used to. |
Re: TDM-ModPack 2.00 BETA
Thanks Rollo for the insight.
Could you post savegame files; I would really like to take a look at them (to check the designs and tech progress of my races). |
Re: TDM-ModPack 2.00 BETA
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Alpha Kodiak:
Rollo: Thanks for the compliments on the Rage. http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif You can go ahead and post any thoughts on designs here. One thought I have had was to include a repair component on the planet creators. I took a definite minimalist aproach on the Rage stellar manipulation ships. I need to look into the Vaxin Colonization. It seems to me like they don't expand as well as they used to.<HR></BLOCKQUOTE> Yes, repair bays was exactly my thought. At least for the create planet ships. It speeds up the conVersion of asteroid belts a little bit, as the ships only have to return to refuel. The current design has 50kt unused (that gets filled with a shield and an armor) which I would put one more solar collector and one supply storage in. I have seen in one case where the ship didn't have enough supplies. If you consider using repair bays, I think the CR hull would be good to fit extra suppies in. If you have a Quantum Reactor, a LC is big enough. Anyway, I think if you have more efficient ships you need less of them and effectively save resources (currently the Rage has 3 planet builders and another one in the queue). I agree that the Vaxin need more colonizers. Btw, I would consider researching Mineral Extraction3 before stellar manipulation3, so they build mining facilities instead of monoliths on mining planets. I do think it is a good idea to have the AI build monoliths on farming and refining colonies and I do that for the Vikings, too, but IMHO mining worlds should build the faster and cheaper facilities. Rollo |
Re: TDM-ModPack 2.00 BETA
Daynarr,
here are all the saves from turn 10 to 120. When trying to follow what happened, please keep in mind that I have changed the construction_Vehicles on my computer for the Xi'Chung to build more colonizers around turn 75 or so. edit: To be more specific I have changed the order, so that colonizers get built before attack ships, but didn't change the numbers. Rollo [This message has been edited by Rollo (edited 12 November 2001).] |
Re: TDM-ModPack 2.00 BETA
Sorry, no comments this time. I'll write some tomorrow. It's getting late in this part of the world...
Good night, Rollo |
Re: TDM-ModPack 2.00 BETA
The Orks Research file has a typo. Repair 7 comes before Repair 3. I think the 7 should be a 2.
|
Re: TDM-ModPack 2.00 BETA
Turn 80/81:
Mi-Go (4th/3rd) - Rage, None (Rage offered TA around turn 75, and refused my counteroffer of NI); Terran, MA; Drushocka, War. Earth Alliance (5th/4th) - Norak, War; Rage, None; Drushocka TA/War. Most of EA's construction queues shut down on turn 80 due to minerals shortage. Norak (2nd) - EA, War; Terran, MA. Rage (1st) - Mi-Go, None; EA, None; Terran, War. Terran (3rd/5th) - Mi-Go, MA; Norak, MA; Rage, War. Lost 6 ships in a black hole on turn 80, with 9 more about to go in the next two turns. Drushocka (6th) - Mi-Go, War; EA, TA/War. Once again the Drushocka go immediately from TA to War. ------------------ Cap'n Q My first SE IV mod! Hypermaze quadrant The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
All times are GMT -4. The time now is 05:24 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.