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

Raging Deadstar July 4th, 2004 08:32 PM

Re: New SJ mod
 
It is on the Image Mod Site. Here's the Link to the file http://forum.shrapnelgames.com/images/icons/icon7.gif

http://imagemodserver.mine.nu/other/...mbatpack10.zip

Fyron July 5th, 2004 07:29 AM

Re: New SJ mod
 
Quote:

Originally posted by mottlee:
Hmmm. not on the Image mod site will keep looking http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">Not on which site, specifically?

mottlee July 5th, 2004 08:04 PM

Re: New SJ mod
 
Site listed in the sticky above, is on the mirror site so I found it

mottlee July 5th, 2004 08:06 PM

Re: New SJ mod
 
SJ, Maint facility will do no repairs, ran it for 3 turns and did not fix ship in orbit, unless there need to be something I am missing at the location

Aiken July 5th, 2004 08:15 PM

Re: New SJ mod
 
Maintenance Yard is capable to repair 1 comp/turn. And if you have Repair apttitude lower than 100% it won't repair nothing at all.

mottlee July 5th, 2004 08:19 PM

Re: New SJ mod
 
Quote:

Originally posted by aiken:
Maintenance Yard is capable to repair 1 comp/turn. And if you have Repair apttitude lower than 100% it won't repair nothing at all.
<font size="2" face="sans-serif, arial, verdana">I do not think I lowered this and I do not know how to check after game start (shows avg)

(edit) it is working??!! just, I guess needed to run longer http://forum.shrapnelgames.com/image...s/confused.gif

[ July 05, 2004, 19:48: Message edited by: mottlee ]

Fyron July 5th, 2004 08:22 PM

Re: New SJ mod
 
Add anything else to the sector that has a repair of at least one, and it will be able to. Remember, it is total repair rate in the entire sector that is affected by the racial trait, not individual components, facilities, etc.

Suicide Junkie July 5th, 2004 10:55 PM

Re: New SJ mod
 
In general, you'll want to spam a few tens of repair drones into space to do your repairs.

The maintenance yards are nice for when you want to do either minor or long-term retrofits without having to keep building and launching drones.

For intermediate or volume repairs, drones are definitely the way to go. Just toss 50 or 100 up there, and you can grind through the heavy damage.

---
PS:
Check your abilities tab to see what your racial modifiers are for repair.
Unless your repair modifier is below 50%, two repair points per sector will be enough to get you started.
Below 50, just spam drones up there and forget about maintenance yards.

Setting your repair skill to 3 or 4 HUNDRED % makes the maintenance yards quite effective.

mottlee July 10th, 2004 11:39 PM

Re: New SJ mod
 
So SJ when is the next up-date on your mod?

Suicide Junkie July 11th, 2004 12:15 AM

Re: New SJ mod
 
Classes are getting thick now, so I won't be doing anything major for a while.

Mid august I'm totally done, and will have some of that legendary free time once again.

mottlee July 11th, 2004 03:22 PM

Re: New SJ mod
 
Kewl! BTW what are you studing for? what major?

Suicide Junkie July 11th, 2004 05:15 PM

Re: New SJ mod
 
I'm in Math -> Computer Science with Physics as a minor.

mottlee July 11th, 2004 08:00 PM

Re: New SJ mod
 
I was going for MBA till I put my back out and the meds made it so I could not think right, I could read the same line 4X and still not understand it.. http://forum.shrapnelgames.com/images/icons/icon8.gif

mottlee July 24th, 2004 07:59 PM

Re: New SJ mod
 
Things I like so far, you can have more than 1 space yard on planet, build times look to be more realistic.
What I do not like, is the build time for ring world componets etc with space yard ships, may be right time wise but in a game you will never build one http://forum.shrapnelgames.com/images/icons/icon9.gif

Bug: supply componet 3,4 and 5 all have the same number but abilitys do change

[ July 24, 2004, 19:01: Message edited by: mottlee ]

Alneyan July 24th, 2004 08:46 PM

Re: New SJ mod
 
Speaking of Ringworlds/Sphereworlds: choosing the wrong colony tech can have other consequences besides being very annoying for the game. Ringworlds/Sphereworlds are of your colony type and atmosphere, so a player picking Gas as his colony type, and then choosing Ice Natives, would have the very nice surprise of seeing an uncolonisable Ringworld. *Gloats at the thought*

SJ has written in the todo list that he intends to reduce the size of Stellar Manipulation components, so it should make these Ringworlds/Sphereworlds a bit more affordable (and so more Emperors will be able to satisfy their Imperial Egos).

Suicide Junkie July 24th, 2004 11:54 PM

Re: New SJ mod
 
1)
The microwave relays say "Generates X Megawatts of power."
There is no remote mining option for power...

Did you want it reworded or detailed more?

---

2)
Oooh, the roman numeral!
Fixed.

---

3) What you can do to help right now is:
- Use Ebuild to store up construction rate for your big push to the ringworld http://forum.shrapnelgames.com/images/icons/icon12.gif
- Build the plating and cables at your planet, to make use of the fast build rates. (It dosen't have to be at the star Last I heard)
- Bootstrap up to a 4000 kt base spaceyard in order to speed up the building of the activation component. (Build a 2k, have it build a 3k, and have the 3 build the 4)
- A retroseries may be your best bet for actually completing the ring generator component... Exponential growth and all http://forum.shrapnelgames.com/images/icons/icon7.gif

Alneyan July 25th, 2004 01:22 AM

Re: New SJ mod
 
*Carefully bumps the thread, and tells SJ how great his mod is*

A small bug report so that my post will not be *completely* useless (not that this is an world-shattering problem):
The description for the Microwave Power Relay components is wrong, as it is the one for remote mining (while Microwave Power Relay use the Generate point ability).

Alneyan July 25th, 2004 09:39 AM

Re: New SJ mod
 
Ah, I was speaking of the level II and III descriptions. The description for level I works fine. That will teach me to check for level I, even when level II is the same as level III.

mottlee July 25th, 2004 03:43 PM

Re: New SJ mod
 
As far as I can tell you can only use bases fo ring/sphere world comps there is no ship large enough for them and then move and a base can not use engines to move to a star.

(Edit) E-build goes slower (on mine at least) http://forum.shrapnelgames.com/image...s/confused.gif

[ July 25, 2004, 14:44: Message edited by: mottlee ]

Suicide Junkie July 25th, 2004 04:43 PM

Re: New SJ mod
 
Quote:

Originally posted by Alneyan:
Ah, I was speaking of the level II and III descriptions. The description for level I works fine. That will teach me to check for level I, even when level II is the same as level III.
<font size="2" face="sans-serif, arial, verdana">Ooooh, I was looking at the ability descriptions http://forum.shrapnelgames.com/images/icons/blush.gif
Component descriptions fixed.


Quote:

Originally posted by mottlee:
As far as I can tell you can only use bases fo ring/sphere world comps there is no ship large enough for them and then move and a base can not use engines to move to a star.
(Edit) E-build goes slower (on mine at least) http://forum.shrapnelgames.com/image...s/confused.gif

<font size="2" face="sans-serif, arial, verdana">Yes, but I believe the plating/cables only have to be somewhere in the system, not right on the star.

By turning on E-build, you start saving up construction rate.
It goes slower at first, then when you turn off Ebuild, you get a burst of speed.

Overall, your SY will put out the same amount of production, but if its idle, you may as well save half that rate for a rainy day.

Also, at the beginning, your homeworld will probably be able to pump out colony ships and scouts 1 per turn, even at half rate.
So, you can store up rate with Ebuild, and then when you need to build your 600kt warships (or ringworld parts), you can turn it off and pump them out faster.

[ July 25, 2004, 15:44: Message edited by: Suicide Junkie ]

mottlee July 25th, 2004 11:31 PM

Re: New SJ mod
 
I thought the componets needed to be at the star...OK I will give that a try, and will try the E-build too, sounds confusing but I think I understand http://forum.shrapnelgames.com/image...s/confused.gif

Loser July 25th, 2004 11:39 PM

Re: New SJ mod
 
Quote:

Originally posted by Suicide Junkie:
I believe the plating/cables only have to be somewhere in the system, not right on the star.
<font size="2" face="sans-serif, arial, verdana">Whoa!

Is this true in Stock SE IV?

This would change a great many things.

TerranC July 26th, 2004 01:32 AM

Re: New SJ mod
 
Quote:

Originally posted by Loser:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Suicide Junkie:
I believe the plating/cables only have to be somewhere in the system, not right on the star.

<font size="2" face="sans-serif, arial, verdana">Whoa!

Is this true in Stock SE IV?

This would change a great many things.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No. They have to be on top of the star in stock.

Suicide Junkie July 26th, 2004 01:34 AM

Re: New SJ mod
 
As I recall, someone posted about trying to build a double or triple molly simultaneously.

The end result being that when the first ring was completed, it used up the plating and cables around the other star(s). (All of it in the system as I recall)

Suicide Junkie July 26th, 2004 05:49 AM

Re: New SJ mod
 
http://imagemodserver.mine.nu/other/...Mods/GritEcon/

New Version up.
Most weapons are able to target planets now, so there shouldn't be any more combat with idle warships.

You can now build civil defense bunkers (weapon platforms, without weapons, but lots of hitpoints), so even though the troop transports will be undaunted, at least you won't get glassed by the warships very easily.

I've also improved the troops a bit more...
- The troop droids now have the same hitpoints as the soldiers, but cost 150/0/250
- The infantry armor has been increased to 60hp
- Light Vehicle armor also increased to 60hp
- Medium Vehicle armor is now available. (2kt, 500 minerals, 140 hp)
- Heavy Vehicle armor increased to 300 hp. Now restricted to medium and large troops.
- Troop weapons doubled in strength.
- Auxiliary weapons; DU pistol/grenades. 0kt, 1 damage. Cost 20/0/10, limit one per troop.

* Soldiers will be your best bet for infantry, due to the price, although if you have the production capacity to pay the bills, the droids can compact more power into a dropship.
* Droids vs Soldiers in a small troop are a toss up, especially when you have researched up to the plasma lance.
* For large troops, the price difference is too small to really matter, so droids plus some extra armor are the easy choice.


PLUS!
As a bonus, I updated the mod name on the intro screens, and added a few touches to the scene to make it more representative of the mod physics http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee July 26th, 2004 04:14 PM

Re: New SJ mod
 
Will this affect saved game???

Suicide Junkie July 26th, 2004 04:35 PM

Re: New SJ mod
 
Yes, it will.
I've been inserting the new stuff where it will look good in the mod, although it would be possible to rearrange them so it does work...

mottlee July 26th, 2004 06:44 PM

Re: New SJ mod
 
That's OK....can start over http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee July 26th, 2004 06:56 PM

Re: New SJ mod
 
Just thought....There are no WP in this one, are you going to add them?...not that I miss them http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie July 26th, 2004 09:25 PM

Re: New SJ mod
 
105 has platforms, though they could hardly be called weapon platforms. Just planetary armor, basically.

One of the original decisions was to not give planets weapons...
Which means you don't need to fire back at planets...
Which makes the troops more important, and easier to drop.

Planets don't get weapons themselves, although they can carry piles of fighter-bombers and you can fill the skies with war satellites.

PS:
You may need to research Civil Defense first.

[ July 26, 2004, 20:34: Message edited by: Suicide Junkie ]

mottlee July 27th, 2004 12:08 AM

Re: New SJ mod
 
Cool I D/Led 105 now to see how it runs http://forum.shrapnelgames.com/images/icons/icon10.gif

mottlee July 28th, 2004 02:58 PM

Re: New SJ mod
 
Cool so far running 3 Emp's and guess what!!!! I start right next to one http://forum.shrapnelgames.com/images/icons/icon9.gif

Suicide Junkie July 28th, 2004 03:33 PM

Re: New SJ mod
 
Yeah, its really wierd...
The Last few 2-player games I tried, we started right beside each other despite the "evenly spread" option being turned on.

Suicide Junkie July 31st, 2004 08:19 PM

Re: New SJ mod
 
With the help of the Map Analyser, I've now got a fair quadrant setup.
http://imagemodserver.mine.nu/other/...Mods/GritEcon/

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type of Race || Advantage/Disadvantage
----------------++----------------------
Gas Giant || Fewest Colony ships needed
|| Lowest Construction Rates
|| Highest Resource Rates
----------------++----------------------
Rock || ~225% more colonies needed
|| ~170% construction rate
|| ~85% resource rate
----------------++----------------------
Ice || ~300% more colonies needed
|| ~200% construction rate
|| ~80% resource rate
----------------++----------------------
&quot;None&quot; breather || Increased Construction Rate
(Any Surface) || Decreased Resource Rate
---------------------------------------</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

[ July 31, 2004, 19:23: Message edited by: Suicide Junkie ]

Fyron September 5th, 2004 12:42 AM

Re: New SJ mod
 
How do you get that output???

In GritEcon, there is a typo in the Planetary Volcanic Inductor facility:

Quote:

Ability 2 Type := Planet - Change Organics Value
Ability 2 Descr := Decreases the local standard of living by 2% per year.
Ability 2 Val 1 := -1
Ability 2 Val 2 := 0



Suicide Junkie September 5th, 2004 02:00 PM

Re: New SJ mod
 
Ratios of the number of colonies per system and production rates.

Fyron September 5th, 2004 02:59 PM

Re: New SJ mod
 
Can you make the program do that on it's own? http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie September 5th, 2004 10:31 PM

Re: New SJ mod
 
There are zillions of numbers on the screen there...
If I were to display ratios of all the numbers, it would be incredibly cluttered and mostly useless.

Just pick the values of interest for your particular mod, and post them.

Fyron September 5th, 2004 10:52 PM

Re: New SJ mod
 
I didn't mean display them all... have some export options to export various Groups of statistical info to a text file. http://forum.shrapnelgames.com/images/smilies/happy.gif

Alneyan October 29th, 2004 12:28 PM

Re: New SJ mod
 
Even if they say "No news is good news"... *Bumps the thread back to first page* I do not intend to pester you SJ, but has the mod evolved since your Last Posts? Or has the baneful school prevented you from working on it?

Suicide Junkie October 29th, 2004 12:44 PM

Re: New SJ mod
 
Hmm, probably a little bit.
I've been distracted with other projects in the meantime.

I've just finished a Schlock Mercenary shipset, and am just waiting for approval from Mr Taylor to post it.

Also, for those who have StarFury kicking around, I've updated the P&amp;N mod for it.

-----

106 is the latest Version, but I'll be getting back to the mod soon.

Are there any suggestions or reccomendations?

Suicide Junkie October 29th, 2004 03:41 PM

Re: New SJ mod
 
Hrm... 10x20x20 grid techs look to be fairly large...

Who here would mind spending 160 megs of harddrive space on just one components.txt file?

BTW: The download would still fit on a pair of floppies (2.5megs) for modem Users, but it'll be 160+ megs after unzipping.

Alneyan October 29th, 2004 03:58 PM

Re: New SJ mod
 
My main suggestion/comment/wish would be the return of basic/advanced/elite ECM/Combat Sensors components, rather than a single one as it is currently the case. Or does it fall in the tech-gridded area?

I have no problem with having a 160 megs file myself; after all, even if I needed the space, compressing it again (when not playing SEIV) would do the trick.

Suicide Junkie December 13th, 2004 11:24 PM

Re: New SJ mod
 
1 Attachment(s)
Ok, A bit of a problem... I'm not getting any errors, but neither am I getting the new game button.

Attached is the updated components.txt (476 kb)
Would anybody with lots of RAM care to try it out?

(Be sure to be patient when the loading process gets to the components.txt http://forum.shrapnelgames.com/images/smilies/happy.gif )

Phoenix-D December 13th, 2004 11:27 PM

Re: New SJ mod
 
SJ, how many grids did you DO? The file is 50 megs unpacked!

I assume it doesn't require any other modded files?

Suicide Junkie December 14th, 2004 12:02 AM

Re: New SJ mod
 
Just 35 weapons, with a 10x10x10 grid each.

Suicide Junkie December 14th, 2004 12:34 AM

Re: New SJ mod
 
1 Attachment(s)
Attached is an updated techarea.txt to use.

The base of the mod is here:
http://imagemodserver.mine.nu/other/...ritEcon104.zip

Fyron December 14th, 2004 12:46 AM

Re: New SJ mod
 
SE4 didn't let me start a game after it finally finished loading. Used up around 470 MBs of RAM in the end.

Alneyan December 14th, 2004 02:04 PM

Re: New SJ mod
 
Same here; SEIV can load the mod in a few minutes, but will not allow me to do anything but quit.

Could it be that there is a hard limit on the maximum number of components? (Perhaps not the magic number of 65,000 and some here though)

Suicide Junkie December 14th, 2004 11:14 PM

Re: New SJ mod
 
1 Attachment(s)
I got it!

It appears that SE4 has a limit of 2^15 (32k) components.
Attached is a techarea.txt and components.txt which will give you 30000 weapon components (with the 5000 quantum components stripped out)


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