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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?
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Re: New SJ mod
Feel free to use the SystemNames.txt file from FQM, with over 40,000 names.
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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. |
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? |
Re: New SJ mod
Feature
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No way, it's an SJ typo. The emergency build rate should 150% and the slow rate 50%.
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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. |
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Wow, what a cool idea...
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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.
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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 ] |
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 ] |
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 ] |
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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 ] |
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
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Goood work there.
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Good to see you back around here, dumbluck http://forum.shrapnelgames.com/images/icons/icon7.gif |
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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
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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 ] |
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
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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... |
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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. |
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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)
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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 ] |
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. |
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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 ] |
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
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[ June 10, 2004, 21:42: Message edited by: mottlee ] |
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 ] |
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
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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 ] |
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. |
Re: New SJ mod
Agreed Captain, this is almost a must.
[ June 11, 2004, 18:04: Message edited by: JLS ] |
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 ] |
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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 |
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?
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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. |
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
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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. |
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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
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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 ] |
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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 ] |
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.
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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?
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Almost certainly the combat pack, yeah.
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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 ] |
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Hmmmm...Image mod combat pac....nope I do not have that one http://forum.shrapnelgames.com/images/icons/icon9.gif
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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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