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Hi, all--
I just spent the past few hours going over the data files for the TDM-modpack and DevNullModGold. The second mod feels comfortable to me, as I'm a fan of books based on StarFire (such as by Weber & White).
Anyway, what I want to change about the game is to incorporate more of a sense of strategy rather than tactics (ie, with more logistics & economy building), and I want to take advantage of the capabilities of the game engine-- ie, the flexibility of the tech tree, the component/tonnage build system which can output anything from individual troops or fighters to bases and capital ships. Planet population should mean more and there should be reasons for capturing a planet rather than nuking it from orbit. If for no other reason, a Mean Evil Empire(tm) such as an "Arachnid" race might create facilities on a captured planet to convert them into organic resources and research points...? Anyway, I want to do something like making transport ships required and meaningful to actually defend-- ie, making support more important. Perhaps by making cargo required as ammo-- have capital ship missiles/heavy bombardment missiles simulated as drones. Be nice if you couldn't reload all weapon types (ie, missile bays) via solar collectors and actually needed a production facility once in a while. :-) I also want to adjust carrier-to-fighter ratio quite a bit. An 800K "light carrier" should only be able to carry, say, 8 or 12 25K large fighters, rather than 70 or so. My Last game, I refused to build any ships except carriers and fighters (and colony ships). Doing that plus only using weapon platforms to defend left me with low maintainance. Does anyone have a source of numbers for the ratio of component types (ie, weapons/power/drive/control/crew space) for 'real ships'. If I compare something like a CV or SSBN, that might be a starting point for updating the balance. More types of warp points are definitely needed, and there should be a reason to equip explorer ships with sensors. Well, time to start tweaking. Later, -Chuck |
Re: Hi, all--
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Re: Hi, all--
"FOr one thing, your new missiles will be able to fly from one system to another on their own - they won't be restricted to the combat screen."
That can be fixed. Changing the drone engines to prove increasing amounts of Combat Move rather than standard movement points will do the trick. I fiddiled with the same for a possible Honor Harrington mod. Phoenix-D |
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Of course, it's easy for me to talk about making changes...it's harder to implement them and end up with results that are more playable and more enjoyable. Changes made 'for the sake of realism' alone don't always help. Quote:
For example, let's say that civilian "Ion Engines I" also have a 'Combat Movement' ability of -1. The intent would be that civilian freighters should be almost stationary during a fight. A freighter shouldn't be capable of outrunning a missile or a fighter, even with a Solar Sail III. Quote:
What component abilities control the following behaviors: "May or may not have the ability to warp through warp points." "May or may not be under Player control (depends on components)." Quote:
I also need to do something which lets me turn an asteroid field into a source of 'kinetic bolides' which could then be used to bombard planets from the edges of a system, at least if the attacker is given enough time to construct such weapons. Small ones just kill pop. and reduce planet values. Big ones have 'Destroy Planet Size'. Anyway, thanks for the feedback. -Chuck |
Re: Hi, all--
"What component abilities control the following behaviors:
"May or may not have the ability to warp through warp points." "May or may not be under Player control (depends on components)."" none..you just ran into one of the quirks of the data files. Namely, the descriptions tend to be out of data and somewhat inaccurate. This was never implimented. Phoenix-D |
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Gods, this game engine has so much potential as it stands, but if all of the abilities were fully orthogonal rather than being overloaded, the configurability would go way up. For instance, it would be really useful if most or all of the distinctions between unit types, ships, and starbases were a result of component abilities. It might also help reduce the complex interdependencies between the data files, which would make life easier for modding since changes wouldn't interfere with each other as much. It would also make the process of tuning easier because changes would be more localized and you wouldn't have to rebalance components, damage ratios, etc. Well, I suspect I'm going to have a busy Memorial Day weekend with this as it is...perhaps I should start with smaller changes. -Chuck |
Re: Hi, all--
I really want to have supply lines, like keeping ships supplies with tangible supplies and having to protect these lines from cloaked invaders (i have been wanting to do this since C&C, and red alert came out). Then cloaking would have yet another use and tricky *** generals could relle start to kcik booty.
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Re: Hi, all--
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For that matter, it would be interesting if diplomatic guestures like trades actually required shipping freighters full of resources to the other race's designated trading port or production facility, depending on trust and convenience. "Finite resources" doesn't seem to work that way, but hopefully something can still be done. For instance, I was thinking of making planet and mobile-ship-bourne shipyard production very limited (except for the homeworld!), and require one to construct starbases in order to produce starships in a sane amount of time. Ah. I begin to see why people want components to be able to produce resources, intelligence, etc. :-) Wow, thank you, Derek, PvK, SJ, & dogscoff, the others in the TDM modpack, and anyone else who should be thanked (and Aaron/MM). Comparing the different ideas between the different mods has helped me to understand quite a bit more about how the game works. -Chuck Has anyone else tried to represent the three resource types to represent production, food, and energy? Have factories mine minerals and have the production cost of everything be represented as that. Have organics be food production, and have total organics maintenance represent orbital supply lines for perishable commodities. Ie, run out of organics and your crews are starving. So crew quarters, supply bays, and emergency resupply all require tons of food and have a high organics maintainance. Doesn't matter if your home planet has tons of food on the ground if you don't have the orbital infrastructure to keep your crews fed in the next system. :-) |
Re: Hi, all--
Keep in mind that a turn is 30 days.
So the resource converter is not out of the question or unbalancing. The Stars! resource gathering will not work in SEIV style. |
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I'm reasonably familiar with the 'standard game' and TDM-modpack (probably ~50 games total), and it seems like most people discuss and make changes in proportion to that. Becoming familiar with, say, how DevNull or Derek's mod alters these balances will take a bit of time and a few games, not that there is anything wrong with having to play a 'few' games of SEIV. :-) Quote:
-Chuck |
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There are no quantum reactors, or resupply depots. Bases have limited supplies as well, so you need to build in solar panels or send a tankership every now and then. There are supersized solar panels for bases, with no tech requirements, so you can actually resupply your first ships in a low tech game. When a ship runs out of supplies, they lost shields, weapons and movement, so supply lines are very important. In addition, supplies represent physical ammo and fuel. Your DUCs will bleed supplies, but will cost next to nothing to build (small amount of minerals, no organics, single-digit radioactives) Missile weapons are even more so. Energy based weapons like the meson bLasters and Incinerator beams require only 1 or 2 supplies per shot. Energy requirements are represented by radioactives cost (so the Meson bLasters are very expensive rad-wise), and people requirements are represented by organics cost. Psychic weapons, and biological stuff of any sort all require organics. |
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