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-   -   New SJ mod (http://forum.shrapnelgames.com/showthread.php?t=10942)

Aiken May 29th, 2004 09:53 PM

Re: New SJ mod
 
I'm playing as Rock native race, and can't find a Ice or Gas colonisation tech to research. Are they forbiden?

Fyron May 29th, 2004 09:56 PM

Re: New SJ mod
 
Feel free to use the SystemNames.txt file from FQM, with over 40,000 names.

Suicide Junkie May 29th, 2004 10:23 PM

Re: New SJ mod
 
Re: Colony techs.

That is correct.
The only way to get colonies on foreign worlds is to capture or trade for them.

That is also why the cost for those traits is so high.

-----

Re: Colony mount
It also increases the cost by a lot, and the maintenance goes through the roof, so you won't want to use it on common components.

I thought I had it locked down already, but I guess not.
Fix coming up.

-----

Re: miners.
Thanks, I forgot about those.

Aiken May 30th, 2004 12:20 PM

Re: New SJ mod
 
Hi, again.
Recently I've decided to speed up production in one of my colonies. So I pushed Emergency build and ... my production rate went down to a half of default prod rate. :-[====]
First of all I got frightened about hallucinations and such. But when I looked into the settings.txt:

Maximum Emergency Build Turns := 1000 wow!
Construction Queue Emergency Build Rate Percent := 50
Construction Queue Slow Build Rate Percent := 150

LOL. But, seriously, is it bug or feature?

Combat Wombat May 30th, 2004 12:22 PM

Re: New SJ mod
 
Feature

Captain Kwok May 30th, 2004 03:27 PM

Re: New SJ mod
 
No way, it's an SJ typo. The emergency build rate should 150% and the slow rate 50%.

Alneyan May 30th, 2004 03:39 PM

Re: New SJ mod
 
I think it is indeed a feature, as SJ wouldn't have allowed for unlimited Emergency Build if it was quicker than regular build. This way, you have to put Emergency Build on, lowering your present build rates, in order to increase your building rates later on (once you turn Emergency Build off).

It is a very nice change gameplay wise, but sadly you cannot change the names "Slow Build" and "Emergency Build" as it goes the other way around here.

spoon May 30th, 2004 03:51 PM

Re: New SJ mod
 
Wow, what a cool idea...

Captain Kwok May 30th, 2004 04:19 PM

Re: New SJ mod
 
I never thought about it that way. That'd be an interesting way for sure! You have to 'pay for it' in advance rather than later on.

Suicide Junkie May 30th, 2004 04:45 PM

Re: New SJ mod
 
I don't think there is anything I can add to this except a confirmation.

Excellent response time, too. I love this forum http://forum.shrapnelgames.com/images/icons/icon7.gif


-----

As for practical uses of the build rates, I expect it will work very well if you turn it on for your BSYs, and let them build a turn's worth of infantry on repeat build.
Then when you spot the enemy, you can turn it off and pump out the high tech ships you need.

-----

PS:
Sorry for the delay, I almost finished the updates, but got another great idea from IRC.

A racial trait which provides +1 range to ship weapons, and a second which boosts accuracy.

[ May 30, 2004, 15:48: Message edited by: Suicide Junkie ]

Ragnarok-X May 30th, 2004 05:50 PM

Re: New SJ mod
 
Hey SJ, i like the idea of replaying organics with workers. I would like to do that im my mod, too. Is it okay with you ? no patent or something ?

ty

[ May 30, 2004, 16:54: Message edited by: Ragnarok-X ]

Suicide Junkie May 30th, 2004 06:01 PM

Re: New SJ mod
 
Sure.
You can grab my little worker-guy recolour from pictures/general.bmp

----

Updated!
http://imagemodserver.mine.nu/other/...miscellaneous/

EDIT:
Oopsy... the changes I made to sat stuff is useless since sats aren't sats anymore...
One more tweak coming up.

EDIT2:
Alrighty. NOW it should be good http://forum.shrapnelgames.com/images/icons/icon7.gif

You've now got two variations on satellite tech.
The civilian sats:
- Deployable by ships
- Maintenance Free
- Can be equipped with 10-20MW microwave relays
- Limit 5 per sector
- Cannot carry weapons

The War sats:
- Can carry weapons
- Maintenance Free
- Unlimited number per sector
- Must be built in-place
- Require repairs

[ May 30, 2004, 18:12: Message edited by: Suicide Junkie ]

Fyron May 30th, 2004 08:16 PM

Re: New SJ mod
 
Quote:

Sorry for the delay, I almost finished the updates, but got another great idea from IRC.
<font size="2" face="sans-serif, arial, verdana">This is why everybody should stop by #se4 from time to time. See sig for instructions on how to get there. http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie June 5th, 2004 02:34 AM

Re: New SJ mod
 
A few smaller tweaks and fixes.

SJ's Gritty Economics Mod is available from the PBW file library, or from http://imagemodserver.mine.nu/other/.../Mods/GritEcon

-----

I'm also working on a tutorial page for it:
http://imagemodserver.mine.nu/other/...Econ/tutorial/

It's not quite finished with race setup yet, but what's left is only the more obvious stuff; I made a point of mentioning the most non-stock-like stuff first.

[ June 05, 2004, 05:20: Message edited by: Suicide Junkie ]

dumbluck June 6th, 2004 07:38 AM

Re: New SJ mod
 
this is odd. I've got a race that consistantly starts with a higher population than the planet can hold. The only advanced traits for the race are Rock Natives and Naturalists. Unless, of coarse, it's just that I've been away so long that I'm reading the game display wrong... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Paul1980au June 6th, 2004 09:06 AM

Re: New SJ mod
 
Goood work there.

Ed Kolis June 6th, 2004 09:21 AM

Re: New SJ mod
 
Quote:

Originally posted by dumbluck:
this is odd. I've got a race that consistantly starts with a higher population than the planet can hold. The only advanced traits for the race are Rock Natives and Naturalists. Unless, of coarse, it's just that I've been away so long that I'm reading the game display wrong... http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="sans-serif, arial, verdana">Probably the Naturalists trait that's doing it - it reduces your max. storage capacity, but it doesn't affect your starting population.

Good to see you back around here, dumbluck http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck June 6th, 2004 08:19 PM

Re: New SJ mod
 
Thanx. It's good to be back, even if I am stealing the wife's toy to do it.... http://forum.shrapnelgames.com/images/icons/blush.gif

dumbluck June 8th, 2004 03:03 AM

Re: New SJ mod
 
Edit: Erroneous bug report edited out. Must remember to make sure that I’ve downloaded ALL of the Image mod’s various files before playing a modded game... http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/blush.gif

[ June 08, 2004, 02:37: Message edited by: dumbluck ]

Suicide Junkie June 8th, 2004 04:39 PM

Re: New SJ mod
 
http://forum.shrapnelgames.com/images/icons/icon10.gif Aren't there any questions only I can answer? http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM June 9th, 2004 07:37 AM

Re: New SJ mod
 
How tall are you? http://forum.shrapnelgames.com/images/icons/icon10.gif

Well, you wanted a question only you could answer...

...on this forum at least...

Suicide Junkie June 10th, 2004 12:06 AM

Re: New SJ mod
 
Actually, I seriously don't know the answer to that one...

It would also depend morning or evening...

Tesco or the Cap'n could probably guess better than I could, actually.

mottlee June 10th, 2004 05:49 PM

Re: New SJ mod
 
OK it may have been stated allready, what facility gets Rads in this mod, found the farmer haveing tuff time with the rads (not the name in the Mod)

JLS June 10th, 2004 06:07 PM

Re: New SJ mod
 
Mottlee

Solar Power Array or Fusion Reactor Facility - Both from Rad Extraction.

[ June 10, 2004, 19:23: Message edited by: JLS ]

Suicide Junkie June 10th, 2004 07:26 PM

Re: New SJ mod
 
Geothermal too.

Solar power station is, naturally based on the number of stars.

Fusion reactors require more maintenance, but produce constant power independent of the planet's value and happiness.

Geothermal facilities are normal value-dependent producers.

JLS June 10th, 2004 08:17 PM

Re: New SJ mod
 
Geothermal too http://forum.shrapnelgames.com/images/icons/icon12.gif

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 10, 2004, 19:24: Message edited by: JLS ]

mottlee June 10th, 2004 10:32 PM

Re: New SJ mod
 
I have built some of these and I do not see any thing in the resorces area on the planet screen!!??? Hmmm will look again but I duno http://forum.shrapnelgames.com/images/icons/icon9.gif
Thanks

mottlee June 10th, 2004 10:36 PM

Re: New SJ mod
 
Quote:

Originally posted by JLS:
Geothermal too http://forum.shrapnelgames.com/images/icons/icon12.gif

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace http://forum.shrapnelgames.com/images/icons/icon7.gif and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up http://forum.shrapnelgames.com/images/icons/icon9.gif

[ June 10, 2004, 21:42: Message edited by: mottlee ]

Suicide Junkie June 10th, 2004 11:05 PM

Re: New SJ mod
 
Yeah, the repair bay launches repair drones, which do the actual work http://forum.shrapnelgames.com/images/icons/icon7.gif

I was reading the AvP thread, and it gave me a good idea for a possible spacemonster race that would be good in this mod...

Basically, they'd just spam out troops and troop transports... No warships needed, they just try to overrun your defenses with massive numbers...

Given a fair sized fleet of transports, you probably won't be able to stop them all in one combat, and the rest will drop on your planets causing mayhem and destruction http://forum.shrapnelgames.com/images/icons/icon10.gif

-----

As for fusion powerplants...
they use the new generate points ability, so unfortunately you won't see the production in your totals.
It will be added to your storage though.

[ June 10, 2004, 22:07: Message edited by: Suicide Junkie ]

Aiken June 10th, 2004 11:54 PM

Re: New SJ mod
 
Before those nasty monsters could do some bad things on my planet, they should arrive there from deep space. And I assure you, my fleets won't allow them to do it http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee June 11th, 2004 02:35 PM

Re: New SJ mod
 
Quote:

Originally posted by mottlee:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by JLS:
Geothermal too http://forum.shrapnelgames.com/images/icons/icon12.gif

Great Econmics ay Mottlee.

I need to stop playing this MOD and get back to work http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Playing agains myself..this one is different so what you think is not always what you get, the space yards, there are 4 different ones some "Add" others replace http://forum.shrapnelgames.com/images/icons/icon7.gif and the "repair" comp will not do repairs, you need "Drones" for this COOL like trying to figure it out till PBW up http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file

Suicide Junkie June 11th, 2004 04:53 PM

Re: New SJ mod
 
Quote:

Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file
<font size="2" face="sans-serif, arial, verdana">The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.

PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/

[ June 11, 2004, 17:38: Message edited by: Suicide Junkie ]

Captain Kwok June 11th, 2004 06:57 PM

Re: New SJ mod
 
An interesting by-product of SJ's maintenance for facilities could be automatic resource conVersion facilities.

You'd use the resource generation ability with a negative amount for one resource, and a postive amount of resource generation ability for the converted resource.

JLS June 11th, 2004 07:02 PM

Re: New SJ mod
 
Agreed Captain, this is almost a must.

[ June 11, 2004, 18:04: Message edited by: JLS ]

Aiken June 11th, 2004 07:47 PM

Re: New SJ mod
 
You can even convert resources to research/intel points http://forum.shrapnelgames.com/images/icons/icon7.gif

And vice versa of course - useful option for late game when you have nothing usefull to research.

[ June 11, 2004, 18:54: Message edited by: aiken ]

mottlee June 12th, 2004 12:01 AM

Re: New SJ mod
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by mottlee:
The "Rad" Facility generates 0 "Rads" the big facility works I have not built the one that works with the sun yet, when I get home I can send turn file

<font size="2" face="sans-serif, arial, verdana">The fusion reactors use the new points generation ability.
I know that dosen't show up in your reports, but it DOES get added to your storage totals.

PS:
I've got an alternate lightningbolt icon, which looks a little better, I think...
http://imagemodserver.mine.nu/other/...Mods/GritEcon/
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">OK so I will not "See" it NP I can live with that http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee June 28th, 2004 05:20 PM

Re: New SJ mod
 
SJ, this is still Beta? weapons will not go above Lvl 1 for the most part are you still working on it?

Suicide Junkie June 28th, 2004 05:46 PM

Re: New SJ mod
 
Yeah, I still need to grid tech the weapons, but that will just allow improvements to cost/power/etc rather than major differences.

Missile weapons level 2 gives you the ability to shoot down missiles with your fighters, so I made that available.

---
I'll be done university in August, and then I'll have plenty of time to finish all these things up.
For now just tweaks and bugfixes.

mottlee June 28th, 2004 11:29 PM

Re: New SJ mod
 
OK, I've been playing it and could not get above Lvl 1, so far I have yet to run into another race to see how combat is I will let you know http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie June 28th, 2004 11:52 PM

Re: New SJ mod
 
Oh, if you're playing SP, you should know that if you run it as tactical combat, you won't be able to shoot down the missiles with your fighters.

You need to play either strategic or AUTO tactical.

PS:
I have been told that PBW now has the June 6th Version installed and playable.

Be sure to select ALPU, as the AIs are almost certain to cause havok.

mottlee June 29th, 2004 04:51 PM

Re: New SJ mod
 
Yup, SP, the AI is indeed dead in this one, they will build but some things realy bad, I think I should have just run 2 emps rather than 5, I like to run my own combat, have not figured out how to build good ships for the other http://forum.shrapnelgames.com/images/icons/icon9.gif

dumbluck June 30th, 2004 01:10 AM

Re: New SJ mod
 
Is this a bug?

The Intel attack Large Ship Bomb report for the recipient and the perpetrator doesn't specify which ship was hit.
"A bomb has exploded aboard ship ___ (emphisis on the spaces added) in the K'taktaxka system. We suspect the Test 1 empire of this horrible act.

[ June 30, 2004, 04:10: Message edited by: dumbluck ]

Suicide Junkie June 30th, 2004 04:30 AM

Re: New SJ mod
 
It could be that the ship is dead, and as such, no longer has a name...

The large bombs are quite powerful, and unless its a big ship with plenty of armor, its going to die...

Thats why the project is so expensive and thus vulnerable to counter intel.

[ June 30, 2004, 03:33: Message edited by: Suicide Junkie ]

mottlee July 4th, 2004 04:31 PM

Re: New SJ mod
 
SJ, in trying to run the combat sim, I get errors and lock ups, mainly something with se4 exe then and out of range error.

Raging Deadstar July 4th, 2004 04:50 PM

Re: New SJ mod
 
Don't quote me on this but i think thats because you don't have the correct pictures. Does SJ Mod need the Imagemod combat pack and if it does do you have it installed?

Suicide Junkie July 4th, 2004 06:07 PM

Re: New SJ mod
 
Almost certainly the combat pack, yeah.

Fyron July 4th, 2004 07:26 PM

Re: New SJ mod
 
Quote:

Thats why the project is so expensive and thus vulnerable to counter intel.
<font size="2" face="sans-serif, arial, verdana">Actually that makes it less vulnerable to counter intel...

Alneyan July 4th, 2004 07:40 PM

Re: New SJ mod
 
I seem to recall having read that SJ mod makes Counter Intelligence an offensive project disturbing enemy Intelligence projects. Am I confusing mods or is my memory truly faulty?

Edit: A quick glance at the Intelligence Projects file shows that they indeed use the Intel - Delete Project ability.

[ July 04, 2004, 18:47: Message edited by: Alneyan ]

mottlee July 4th, 2004 08:16 PM

Re: New SJ mod
 
Hmmmm...Image mod combat pac....nope I do not have that one http://forum.shrapnelgames.com/images/icons/icon9.gif

mottlee July 4th, 2004 08:20 PM

Re: New SJ mod
 
Hmmm. not on the Image mod site will keep looking http://forum.shrapnelgames.com/images/icons/icon9.gif


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