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Re: New SJ mod
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Re: New SJ mod
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Re: New SJ mod
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Then there is an "Academy Lab", which provides zero maximum, and 1% rate. On any particular planet, you get the best of each. So if you have only one facility, you get squat, but if you have both you get 1% rate up to 3/5/6% |
Re: New SJ mod
heh, early contender for clever modding trick of the year...
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Re: New SJ mod
Except that I came up with it at least a year ago, but never got a chance to use it...
I have updated the preview mod thingy. http://imagemodserver.mine.nu/Miscel...Jmod_alpha.zip |
Re: New SJ mod
Yes... SJ and I were talking about that long ago when I noticed a peculiar way to get around his intended path for training facilities in P&N, where you get higher max training levels but slower rates with higher tech level (so max of 10 with +3/turn to max of 20 with +1/turn).
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Re: New SJ mod
What was a bug, became a feature http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: New SJ mod
You are starting to sound like a game developer there SJ... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: New SJ mod
Well, it now runs.
I've yet to do the weapons, as they'll be a deep grid tech forest, and I think I should do a bunch of work on paper first. http://forum.shrapnelgames.com/images/icons/icon7.gif Just using stock weapons to play with the hulls and shields and stuff... Combat goes pretty slowly, so I'll probably be cranking up the number of combat turns. 90 perhaps... Torpedoes definitely win out over APBs here... at least against large ships. The big guys have so much shielding, you need the punch of a torp to hurt 'em at all. The little 200kt drones get swatted real quick with the APBs though. Should be a cool effect. Match the weapons to the size of ship you're facing... if you run up against the wrong type of ship, you'll either be harmless (little gun, big baddie), or inefficient(big guns, little baddie). The accuracy settings look pretty good so far... Uber-experienced ships will be much trouble, though. Since 'Normal' accuracy is 50%, legendary ships will be like the heroes on TV and movies, striding through warzones and picking off snipers with a chain gun http://forum.shrapnelgames.com/images/icons/icon10.gif I guess that'll be when you break out the missile ships and mine layers http://forum.shrapnelgames.com/images/icons/icon12.gif Even with stock missiles, they are quite effecive in combat. (I'll be moving the serious missiles up the tech tree) The 100% hitrate and uber-stacking pierce damage will really hurt the big experienced guys if they run out of cannon fodder ships. |
Re: New SJ mod
SJ, one problem you might want to address is moons. With your training scheme, a player that has breathable moons will have a pretty big advantage..
Consider: 1 Huge Methane rock planet 2 Tiny None Moons (rock) Methane Breather: Big breathable. 2 training facilities there. No-breathe moons. 1 each. 4 training facs total (2 classes, 2 labs) None Breather: Big non-breathable. 2 training facilities there. Breathable moons. 2 each. 6 training facs total (3 classes, 3 labs) Hmm. Not -quite- as bad as I thought, but still an advantage. |
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