Quote:
Suicide Junkie said:
Edit your settings.txt to make a maximum 10-system game or so (so it dosen't take too long).
Then add two human players, no AIs and play against yourself to get some design, colonization and a taste of combat.
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Rats. I was hoping you wouldn't say that. I was hoping to see some AI designs.
Here's what I have gathered so far:
- Read thru the courses again.
- Scanned the data files
---- you musta used your gridder program on the missiles. sheez. Yup, there are enough flavors.
---- many facilities cause pollution, need to worry about planet conditions
---- mounts are very important, even on units
- QNP propulsion... not very experienced with that. gonna be building some less-than-optimized designs
- leaky shields and armor, same as above.
- found "important!readme.txt" quite by accident, and as the name implies...
- I'll need to start a high tech game to check everything out in-game.
- Counter-Intel = offensive project. Hmmm. I hope intel won't overwhelm game.
- Plagues seem to be likely in this mod.
- Looks like ship repair is to be taken seriously. Looks like reduced repair abilities and large numbers of damaged components (due to leaky armor and shields) requires serious repair planning.
- no quantum reactors; supply will always be an issue.
and now some questions:
- SJ, would it be a breach of your security to post an empire (with saved designs) for newbies to look at? You could make one with just some intermediate level designs and keep your killer designs secret.
- What's a good ratio of minerals

rganics:radioactives to shoot for in this mod? early game especially.
- Looks to me like a stock shipset works even with modified vehiclesize.txt. Any problems using a stock shipset?
- By reading components.txt, I don't quite get the colony idea. Please explain the differences between Rock Colony, Primitive Rock Colony and Advanced Rock Colony