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Old November 8th, 2004, 03:31 PM

spoon spoon is offline
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Default Re: New SE4 Total ConVersion Mod \"SMod\" open on PB

Quote:
Suicide Junkie said:
- Vaccuum Breathers have a big advantage when taking Rock or Ice colony types, and still have a small advantage when all colony types are available. (23.6% resource rate and 24.3% population instead of an even 20% if all atmospheres were equal)
I didn't look at the files - but are you saying they have an advantage even after you factor in Gas colonies?
Quote:
3) Race design.
The inability to decrease stats is an interesting change.

Yeah, after you buy your colonization type, you have only 1000 pts (in a standard 2k game). I think it is a neat twist. However, how you have it set up will probably result in fairly generic race choices (the only things worth spending points on is maintenance, aggressiveness, and defensiveness -- so you will mostly just see variations on those.

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You may want to set the base maintenance rate to 100% instead of 25%, and adjust the hull maintenance modifiers to match.
But be careful of doing this if you have components that reduce maintenance. I found it easier to just stick with the stock method, but to adjust the price of Maintenance Reduction upward (to like 200 pts per Maint Reduction point).

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-= Advanced traits =-
Woah! Up to +7 speed (Cost 3500) is extreme yet again...
True, but racial points are scarce. If you take +7 speed, you are going to be very deficient elsewhere. Nice tradeoff. I also like how you broke it up into 3 categories: +1 speed, +2 speed, and +4 speed. Clever.

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Storage techniques is very underpowered, on the other hand. +20% for the same price as getting twice as many colonies (and thus twice as many facility slots/cargo space)
I disagree. Colony types are researchable, and fairly cheaply at that(100k). I would consider taking storage techniques before I took an extra colony type (depending on starting bonus, perhaps).

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-= Ship Design =-
Propulsion:
I think you went overboard on speed.
...
Even your worldships would be sailing along at speed 12 before racial traits.

It is different from stock, to be sure, but I'm not sure super-high speeds are a bad thing. Makes the game play differently - might make for a nice change of pace. Or might not... Still, I would try it out before discounting it.

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Add the emergency propulsion and it just gets even more out of hand.
Though I agree here - emergency propulsion was crazy-high.

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Planets:
The homeworld should start out with *some* basic amount of organics & rads production, even on low tech.
Why? Puts the pressure on researching essential planetary development tech, making the early rush less feasible.
Quote:

Having your first orgs and rads facilities 25 turns up the tech tree is just too much.
Though I agree to this point. These should probably be much cheaper.
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