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  #1  
Old July 20th, 2002, 05:07 AM
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Default Krsqk System Mod

Announcing Version 1.0 of the Krsqk System Mod!

This is the system mod I've been playing with for a while, and I decided to post it. The Modinfo.txt description is included below.

Download it from my sig.

Quote:
This mod changes the dynamics of the standard systems in SEIV Gold. Features include the following:

-50 different standard system types

-50 "primary atmosphere" system types, with fewer planets primarily of the same atmosphere type

-Several different nebula, storm, black hole, spatial rupture, and organic infestation systems

-40 different varieties of each standard planet size, each with different limits on cargo, population, and facilities

-Around 200 new stellar abilities available for planet, asteroids, storms, stars, and warp points.

The standard quadrant types have been retained. There are also "Random" quadrant types, which do not have any "primary atmosphere" systems in them.

Comments? Questions? Suggestions? Please let me know!

Enjoy!

Matt (Krsqk)


[ August 01, 2002, 04:26: Message edited by: Krsqk ]
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  #2  
Old July 20th, 2002, 05:29 AM
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Default Re: Krsqk System Mod

I'm going to try out your system mod with my next game. I'll let you know what I think of it.

[ July 20, 2002, 04:34: Message edited by: Ragnarok ]
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Old July 20th, 2002, 05:32 AM
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Default Re: Krsqk System Mod

Can this be used with v1.49, or only with SE4Gold ... ?
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  #4  
Old July 20th, 2002, 09:50 AM
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Default Re: Krsqk System Mod

Ah, I see I have some competition. j/k

Seriously though, I'm sure that this is some nice work.

Edit:
Wow, out of 50 "standard" systems, only 3 were single-star system. What's with that? Do you not like systems with only one star? Including the Atmosphere systems, there are only 12 of them.

I also noticed that your Shield Disruption effects range into higher numbers, like 9000, 10000, 15000, etc. You do realize that to get 10000 shields, you would need 27 Phased Shield Generator Vs, which take up 1080 kilotons? It woule be much more effective to just use all that space on a Starbase for armor. And since these are in systems like Spacial Ruptures, building Starbases in them isn't really practical anyways.

What is the point of having 15 Organic Infestation systems if they all have either 2 random movement or 3? Isn't that a bit redundant? You could get both of the pictures to be either type with only 4 entries.

[ July 20, 2002, 09:04: Message edited by: Imperator Fyron ]
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  #5  
Old July 20th, 2002, 10:42 AM
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Default Re: Krsqk System Mod

One more thing:
The different "sized" Versions of each planet size create huge discrepencies with starting planets. I for one don't like having a medium homeworld with 8 facilities in one game and 19 in the next.

The different sized planets are cool, but not for homeworld balance.

[ July 20, 2002, 09:43: Message edited by: Imperator Fyron ]
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Old July 20th, 2002, 12:48 PM
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Default Re: Krsqk System Mod

I would love to be wrong, but I fear most of your new stellar abilities will not work. IIRC abilities like change of research points are only functioning with facilities but not if assigned to a planet.
Did you test, if they are really working?
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Old July 23rd, 2002, 03:07 AM
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Default Re: Krsqk System Mod

Krsqk? Where'd you go?
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  #8  
Old July 31st, 2002, 04:28 AM
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Default Re: Krsqk System Mod

Here go the replies to those who posted a week ago--sorry for the lengthy post...

"Can this be used with v1.49, or only with SE4Gold ... ?"
AFAIK, only with Gold. There are some changes in the quadrant and system files (percentage increments, IIRC) from Classic to Gold.

"Wow, out of 50 "standard" systems, only 3 were single-star system. What's with that? Do you not like systems with only one star? Including the Atmosphere systems, there are only 12 of them."
Actually (letting a secret out of the bag)--most of these systems are randomly generated. I don't mind the lack of the R-word, and it definitely makes crystalline races more effective. Nonetheless, I'm going to hand-sort through all the systems and tweak them some more.

"I also noticed that your Shield Disruption effects range into higher numbers, like 9000, 10000, 15000, etc. You do realize that to get 10000 shields, you would need 27 Phased Shield Generator Vs, which take up 1080 kilotons? It woule be much more effective to just use all that space on a Starbase for armor. And since these are in systems like Spacial Ruptures, building Starbases in them isn't really practical anyways."
Well, you never know. Maybe someone will want to combine my mod with Andrés Ultimate Vehicle Size mod. I didn't want to exclude anyone.

"What is the point of having 15 Organic Infestation systems if they all have either 2 random movement or 3? Isn't that a bit redundant? You could get both of the pictures to be either type with only 4 entries."
See above re: tweaking. That one must have slipped by me around 1 a.m.

"One more thing: The different 'sized' Versions of each planet size create huge discrepencies with starting planets. I for one don't like having a medium homeworld with 8 facilities in one game and 19 in the next. The different sized planets are cool, but not for homeworld balance."
With the exception of Proportions-style economics, any discrepancy can be quickly made up with aggressive colonization. Hitting a couple roomier planets while your opponent hits more restrictive ones evens out the difference. I won't even drag in the hated R-word to defend myself.

I will definitely be posting an update to the mod soon, in light of the new information I discovered.

[ July 31, 2002, 03:31: Message edited by: Krsqk ]
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Old August 1st, 2002, 04:30 AM
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Default Re: Krsqk System Mod

Actually (letting a secret out of the bag)--most of these systems are randomly generated. I don't mind the lack of the R-word, and it definitely makes crystalline races more effective. Nonetheless, I'm going to hand-sort through all the systems and tweak them some more.

What did you use to randomly generate them?

With the exception of Proportions-style economics, any discrepancy can be quickly made up with aggressive colonization. Hitting a couple roomier planets while your opponent hits more restrictive ones evens out the difference. I won't even drag in the hated R-word to defend myself.

I like realism. But sometimes, realism must be sacrificed for game playability. In some situations, aggressive colonization can help, but not all. What about times when 1 player gets large homeworld(s) and has large planets around them, and the other player gets small homeworld(s) and has small planets around them?
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Old August 1st, 2002, 04:58 AM
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Default Re: Krsqk System Mod

What did you use to randomly generate them?
I created a VB program which spit out its results in a text box. Nothing fancy.

I like realism. But sometimes, realism must be sacrificed for game playability. In some situations, aggressive colonization can help, but not all. What about times when 1 player gets large homeworld(s) and has large planets around them, and the other player gets small homeworld(s) and has small planets around them?
I see no workaround for this right now. If you could specify non-standard planet sizes in SystemTypes.txt, then you could ensure a nearly even mix of each type. As it stands now, you can only call the standard Tiny, Small, Medium, Large, and Huge types. Thus, all the moons in this mod are the same size.

I do understand the possible game balance problems. In my experience, this hasn't been a problem--the various sizes have been reasonably distributed. Against the AI, any extra challenge is welcome. In a humans only game, it would be more of a problem.
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