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-   -   New guy questions post. (http://forum.shrapnelgames.com/showthread.php?t=5683)

Big Game Hunter April 22nd, 2002 03:16 PM

Re: New guy questions post.
 
Q9. Can someone give me a detailed description on these 3 mods- Proportions/TDM/P&N.

Thanks

dogscoff April 22nd, 2002 04:03 PM

Re: New guy questions post.
 
OK, briefly:

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Proportions:<hr></blockquote>
Scales of economics changed to a more realistic model... basically, it now takes you decades to build up a large population on a colonised world, and hundreds of years (ie thousands of turns!) for a colony to become as economically developped as a homeworld.

Some small changes to the tech tree, a few components and weapons added and re-organised. Engines-per-move system makes ship design/ movement much more interesting. Some nice touches regarding combat bonuses, too.

Makes for a much slower and more thoughtful game, with things like intel and politics becoming infinitely more important. Ships and colonies are no longer "throw away" items. AI for this mod is OK, but really should be played vs humans.

This mod is currently being feverishly developped by PvK, and it is evolving rapidly.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>TDM:<hr></blockquote>
All the stock AI races have had their AIs revamped, and a bunch of the toughest and meanest fan races have been put in there too. All other elements of the game have been left untouched, so the weapons, ships, facilities etc are exactly as Malfador intended.

This is probably the most widely used and highly respected mod. Updated regularly to maintain compatibility with game patches. The best game you'll get on your own.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>P&N<hr></blockquote>

Suicide Junkie's infamous monstro-tech-fest. The first mod to implement quasi-newtonian propulsion. Loads of new ways of playing - for example pirate economies rely entirely upon ship captures and scrapping for resource income. New racial traits and techs, including some cute "minor" ones and those wonderful crossover techs (ie pick organic and crystalline ad get bio-crystal armour).

Tons of new weapons, components, weapon mounts and ship sizes (including the infamous battlemoon- KERBLAMMO!=-), and things like hardened bulkheads and quality mounts to make your ships individual and extremely durable.

Still maintained, but I think it's fair to say it's reached a reasonably static "mature" stage of development. I think the AIs are ppretty good, and S_J has produced a nifty little gizmo to make any AI compatible with his mod.

Did I miss anything out?


BTW, don't forget all the other mods out there. The other biggie (IMHO) is the Devnullmod, which is now looked after by Rollo and GeoSchmoe. An extremely well balanced collection of new weapons, armours, shields, ship sizes and a few other little surprises to expand SEIV in the spirit of the original game.

Comes with customised AIs, which (if I know Rollo) will be bloody evil=-) Currently undergoing not-very-well-publicised development, I am anxiously awaiting the next Version...

[ 22 April 2002: Message edited by: dogscoff ]</p>

Big Game Hunter April 22nd, 2002 04:15 PM

Re: New guy questions post.
 
Dogscoff thanks.

Q10. So, TDM is the best of the 3 for Solo? Has anyone made a crossover using all 3?

Q11. Where can I find P&N?

oleg April 22nd, 2002 04:33 PM

Re: New guy questions post.
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Big Game Hunter:
Dogscoff thanks.

Q10. So, TDM is the best of the 3 for Solo? Has anyone made a crossover using all 3?

Q11. Where can I find P&N?
<hr></blockquote>

P&N is on your SE IV Gold CD, in "extras".
There is a thread over here "TDM vs P&N". It is basically what can happen if you import awesome TDM AI into P&N. IIFC, Suicide Junkie had a very tough time holding back the benevolent Vaxin.

Big Game Hunter April 22nd, 2002 09:09 PM

Re: New guy questions post.
 
Thanks

Big Game Hunter April 23rd, 2002 05:53 AM

Re: New guy questions post.
 
Q12. I'm totally lost in the P&N 3.1 I have no idea who to colonize a planet. I chose both pirate and Nomad traits. it's probably something really obvious. I guess that's why i'm a newb.

Phoenix-D April 23rd, 2002 05:58 AM

Re: New guy questions post.
 
IIRC neither Pirates nor nomads USE planets; that's why you can't colonize one http://forum.shrapnelgames.com/images/icons/icon7.gif

Pick the "normal" racial trait.

Phoenix-D

Big Game Hunter April 23rd, 2002 06:20 AM

Re: New guy questions post.
 
Q12.Is there a guide or something explaining this mod?

Just because you can't colonize a planet doesn't mean you can't capture one correct?

Thanks Pheonix D

Suicide Junkie April 23rd, 2002 05:36 PM

Re: New guy questions post.
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Just because you can't colonize a planet doesn't mean you can't capture one correct?<hr></blockquote>That's right. When you do capture one, you will have the choice of:
A) spend plenty of money to try and defend it, hoping to make back your investment over time using the planets production.
B) Soak up resources until the owner comes looking, then sell out and scrap everything for cash, and hide until the commotion dies down. http://forum.shrapnelgames.com/images/icons/icon7.gif
C) Something unexpected.


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