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Re: SE5, Tell Aaron what\'s on your Wish List
Sample data file? Where? Do you have a link?
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Re: SE5, Tell Aaron what\'s on your Wish List
Retrofit costs should include a special discount for upgrading a component to a newer version of the same thing. The discount should be greater for smaller upgrades.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
...I don't really get it.
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Re: SE5, Tell Aaron what\'s on your Wish List
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I.e. Retrofitting S1 to S2 S1 has; 1 organic armour mk II S2 has; 1 organic armour mk III Cost of replacing org arm II with III is 40% of what it would be if org arm II wasn't present in S1 and III was coming in straight. And, the larger the tech gap between components, the smaller the discount. I.e. org arm I > III 40% cost reduction org arm II > III 60% cost reduction I think that's what he's getting at |
Re: SE5, Tell Aaron what\'s on your Wish List
He's referring to another thread. Currently, in settings.txt the following 2 lines exist:
Retrofit Cost Percent For Comps := 120 Retrofit Cost Percent For Comp Removal := 30 The first one makes you pay 120% to add a new component. This one is ok since you should pay a premium to add a component after the ship is built. The second one makes you pay 30% of the cost of an old component to remove it. This one has some issues. This means that if there are, say, 5 levels of a type of component, and each higher level costs more than the last as is typical, then it is actually cheaper to upgrade from level 1 to level 5 than to upgrade from level 4 to level 5. This is because of the second line above (i.e. you are paying 30% of something more expensive). I think it's a little backwards. I would expect more time/effort/cost (real life work and money) to upgrade something that is VERY obsolete than to upgrade something that is SOMEWHAT obsolete. Given that these are the only 2 moddable lines (not counting cost of the components) that affect this aspect of retrofitting and that the other retrofit mechanics are hard-coded, this can't be adequately addressed in SEIV unless there is another patch to the exe. But it can be brought up here for SEV. |
Re: SE5, Tell Aaron what\'s on your Wish List
Ah... thankyou.
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Re: SE5, Tell Aaron what\'s on your Wish List
Plug-In Ground Combat?
I've read bandied about on the SEV chats that it was considered virtually cutting out ground combat in SEV, because it was hard to maintain consistent quality with the empire management and the tactical combat as it was and the ground combat 'minigame' seemed subpar in SEIV. Perhaps it could be set up so that ground combat could be vague now (using something simple, like crossing MoO3s unit categories with a simple equivalence system), but a more advanced minigame could be plugged in later, say in a gold edition. |
Re: SE5, Tell Aaron what\'s on your Wish List
Make GC more like SC. I want to be able to add long-range Artillery as ground combat fire-support units! Tried this in Capship, but just heard it couldn't be done.
And not only artillery, something like this (taken from Capship plans): Infantry: 5 5 Assault Marines: 15 Heavy Infantry: 15 10 Cyborg Troopers: 10 10 10 Robotic Assault Troops: 20 Infantry Officer: 10 Mech Infantry: 20 10 Light Armor: 30 Armor: 40 Heavy Armor: 60 Artillery: 0 0 20 20 20 Missile Artillery: 0 50 30 10 etc. |
Re: SE5, Tell Aaron what\'s on your Wish List
1- Return the ability to select starting tech points as in SE3 instead of the blanket High, Medium, Low settings. There was alot of strategy in that alone in SE3 that is now lost.
2-Balance the Tech trees. All techs at max tech level should be able to compete with each other. 3-Please for the love of man do not go overboard with micro-management. I read alot of "cool" ideas but implementation of many of them would just make the game too ponderous. 4-Do not make this game "Star Trek". There are plenty of other ST games out there and I'm sure there will be plenty more. Give people Mod options for this kind of stuff. Just my 2 cents. |
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