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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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To claim that SEV will be better with a RT modus is a pure assumption and a matter of taste. I (and I am sure many old vets of the SE series too) can live without it. tschüß Klaus</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Oh God, you are joking aren't you? Surely Shrapnel won't do this? So-called realtime combat in MOO3 is my biggest gripe, and I don't see the justification for it - it's just eye-candy, and gets in the way. As you can tell, I play SEIV in non-simultaneous tactical combat mode, exclusively. The only way you'll get me playing a RTS-style game is if I can pause and slow it down to my speed, or (preferably) turn it off. Steve. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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With speed 30 they behave like real missiles now. There no more outrunning the missile. If you are far away you might still get out of range, cause the missile still behaving like a cruise missile, launching in one turn and flying to target in the next, so if you see missiles launched and you dont have PDCs, make a run for your life.... http://forum.shrapnelgames.com/images/icons/icon10.gif Also, this uber-missile benefits mostly the AI, cause we humans know that pound by pound missiles are not worth the effort. They weight too much and reload too slow. Even the lowly Meson BLaster is a better weapon. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Tactical combat would be hit hard, if not removed altogether. Although, if instead of jsut play and pause, you had a "step forward" button that would leave the game paused, but move it a head some minimum amount of time, it would effectively become turn based in tactical... Seeing the missiles and torpedoes and beams paused in mid-flight would be pretty cool too http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
SJ: That solution works too, and just goes to prove that real-time can be not bad at all. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Increasing the seeker damage resistance wouldn't be exactly the same effect, though it would be similar in some ways. I would tend to recommend taking advantage of the new ability in 1.84 for giving seekers a to-hit penalty. Unfortunately, it is applied in Settings.txt to all seekers, rather than being assignable per weapon model. Quote:
PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I never been able to use Light Missiles effectively. http://forum.shrapnelgames.com/images/icons/icon9.gif May be I just not good in ship design http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
They need to be combined with the heavies. I've beaten technologically superior (bonus'ed) beam-armed AI Druschockans who had been wiping out my direct-fire ships, by engaging them with greater numbers of mostly small cheap missile ships with a mix of missile types.
PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Could somebody please tell me if it is possible to develope a race which can only invest in its own unique tech structures and not in the normal standard SE4 tech structure?
This would be fine, because if this is possible a race could be totally different from others. (other ships sizes, different facility structures and builtup strategy - eg hives instead of cities, other units types than the others etc.) thanks for the info tschüß KlausD |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
you will have to do something like Pirates or Nomads in Pirates&Nomads mod or Space Monsters in Devnull mod. Basically you make all normal tech a new racial trait and give it to all races except few unique races !
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Precisely.
1) Copy the applicable components and adjust their abilities as desired. Add a racial tech requirement. 2) Delete the original components. 3) Set the new racial trait to start at tech level 1, so the critical components like bridges and spaceports are available right from turn #1. Note that this will invalidate all of your EMP files, and the AIs will have to be modded to pick one of the new racial traits. [ April 21, 2003, 02:55: Message edited by: Suicide Junkie ] |
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