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July 18th, 2002, 10:18 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Beta players/testers needed for new mod
I have just finished my preliminary work on my mod. You can get it by clicking --> here<--
I am calling it BOD Mod, for Better Opponent Design. I have made extensive changes in a variety of areas and instead of flooding the board with a long post, I will provide this link --> BOD Mod Info
I am in need of anyone willing to play test, balance test, and/or help design AI files to suit the mod. I have already done some of the AI modding to make it playable, but the whole intent here is to give a large variety and better AI for single player games. If you can/are willing to help, please post here or send me an email. More helpers means it gets finished sooner.
Thanks
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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July 18th, 2002, 11:02 PM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Beta players/testers needed for new mod
Which Version of SE4 is the mod for? 1.49, 1.67+, etc ... ?
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 18th, 2002, 11:05 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Beta players/testers needed for new mod
I am curious as to why you have decided to increase the number of ground combat turns.
As far as I can see, it will make larger planets undefeatable in ground combat, and ensure everything is over instantly. I fail to see the effect you are trying to achieve with this change.
In my mod, I have gone the other way entirely, reducing the number of turns to 2. Major battles can thus Last years, allowing time for reinforcements to arrive from both sides.
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July 18th, 2002, 11:17 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Beta players/testers needed for new mod
reduce turns, eh? when i was modding it, i made population harder to kill, and made militia more prevelant, increased their hitpoints, and decreased their damage rate.
your way sounds easier, though i think i want to keep the harder-to-bomb population.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 18th, 2002, 11:32 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Beta players/testers needed for new mod
This was designed for use with ver 1.67
The thought behind the increase in combat turns was that with offensive power somewhat weakened and defensive power strengthened that shorter battles would result in little damage to either side and, if using shields, would give full shield strength return between combat rounds. With longer combat, there is time to wear down and penetrate shields and armor, and therefor get some damage in before the round ends.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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July 18th, 2002, 11:47 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Beta players/testers needed for new mod
While it is possible that the Last few troops on each side will be able to run it down to a stalemate, is that really a problem, or a feature?
In order to get a stalemate, both sides will have to be very short on firepower indeed. I don't see that as being to unrealistic.
Aside from that, once combat has progressed to that stage, all you need to do is drop a handful of reinforcements. A single transport would be way more than enough.
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