![]() |
Comments on Combined Mods with Additional Enhancements
In order to make for a more challenging single player game I have combined the TDM-ModPack 3.30 and Fyron's Quadrant Mod Standard 1.18. I have also made the following enhancements:
- Level cost for tech areas doubled. - Facility mineral costs doubled. - To-hit modifiers added to weapon descriptions. - Point - Defense Cannons to-hit reduced and uses progressive to-hit scale. - Graviton Hellbore damage increased by 20%. - Shard Cannon damage slightly increased (a few points). - Telekinetic Projector damage decreases slightly over distance. - Anti - Matter Torpedo radioactives cost tripled. - Quantum Torpedo radioactives cost tripled. - Quantum Torpedo to-hit +10 added. - Wave - Motion Gun construction resource costs doubled. - Wave - Motion Gun II range increased by 1. - Wave - Motion Gun III range increased by 2. - Wave - Motion Gun supply amount used doubled. - Most mineral costs in VehicleSize.txt increased by various margins. Examples: Escort 450 Frigate 700 Destroyer 1200 Light Cruiser 1800 Cruiser 3000 Battle Cruiser 4200 Battleship 6400 Dreadnought 10000 Baseship 20000 Other ship's mineral costs have been doubled. Bases, satellites, fighters, drones, and mines are basically unchanged. - All units in VehicleSize.txt have resource construction cost which equals 10% of mineral cost. Based on other player's experiences, will the combination of the above make for a challenging game or will the AI be incapable of dealing with the increased costs? Most of these changes are designed to slow me down more than the AI. I may also change Fyron's SystemTypes.txt to have systems with both fewer and greater planets and possibly less asteroids overall. I plan on playing with high research costs even with the doubled research cost above. (I enjoy a slow tech evolving game starting with minial techs.) Comments? -Chris |
Re: Comments on Combined Mods with Additional Enhancements
Wave Motion gun should have about 10-12 range considering the SE3 conVersion ratios.
Anti - Matter Torpedo radioactives cost tripled. Torpedoes are already quite poor weapons. I reccommend adding a 15-25% accuracy bonus to make them worth using in some situations. (When you otherwise have <30% accuracy or so) Making the large hulls so much more expensive will hurt the AIs. They tend to go with the biggest hull available, though some TDM AIs go with battlecruisers and Battleships even in the end game. |
Re: Comments on Combined Mods with Additional Enhancements
Quote:
Quote:
Quote:
[ July 07, 2003, 06:15: Message edited by: Imperator Fyron ] |
Re: Comments on Combined Mods with Additional Enhancements
welcome to the Boards.
|
Re: Comments on Combined Mods with Additional Enhancements
Quote:
Quote:
Quote:
Yes, I have considered not even allowing the stellar manipulation and planet utilization trees to make for a harder game. At the very least, I would not allow atmospheric coVersion... Quote:
-Chris |
Re: Comments on Combined Mods with Additional Enhancements
Quote:
Quote:
One solution could be to make all the asteroids Tiny, so you can only get Tiny planets form them, and it is not quite as excessive. Hmm... I think I might have to do that in the next Version of FQM (at least for the systems with rings of asteroids). http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Comments on Combined Mods with Additional Enhancements
Quote:
|
Re: Comments on Combined Mods with Additional Enhancements
Quote:
This is far more reasonable, really, than any 'realistic' alternative. Despite the number-crunching power each of us represent (we play this game, after all) I doubt more than a score of individuals on this board are capable of plotting a useful orbit in a measly three-body system. I'd venture one of that twenty may think of plotting that orbit as an enjoyable pastime, maybe. This seems to be supported by the way a one-sector asteroid-object brazenly is labeled a 'belt'. Storms, I'd suspect, would also spread themselves out along an orbital path, rather than holding together, body-like. FQM is one of my Favorites. I just think the application the word 'realistic' to this portion of this is subject to dispute. |
Re: Comments on Combined Mods with Additional Enhancements
Ok... it just looks cooler. http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: Comments on Combined Mods with Additional Enhancements
Personally i like the asteroid belts. If you dislike them go and select the Balanced Large Ideal or Balanced Midlife. i'm pretty sure they don't have the asteroid belts.
I just like the idea of systems having 20+ planets in them. Maybe they should be rarer, or perhaps limited to homeworld systems (i doubt it's possible) But i for one like the mod the way it is! http://forum.shrapnelgames.com/images/icons/icon7.gif |
All times are GMT -4. The time now is 11:46 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.