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January 8th, 2001, 09:56 AM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Changes I made so far to the game
I recently got the game after playing the demo for a while,and these are the changes I made that I feel are fair and improvements to the game.
1.I changed the Maximum systems from 100 to 200. I like larger maps amd long campaigns. 255 on the other hand(which is the max)looked too cluttered.
2.I changed the event percentage to 1% for low,2% for medium and 3% for high.(Stars shouldn't blow up that often)
3.I hate the Intelligence part of the game, but decided to keep using it, but to make Crew inssurection a level 4 program and make it cost 250,000.
4.I made Shard cannons fire every round.
5.I gave Anti-matter and Quantum torps 1 added range for all. And a 10% added accuracy modifier to Quantums to differentiate them from Anti-matter torps a little.
6. I changed monoliths outputs to 700,900,and 1100.(It's suppose to help the AI)
7.I changed some sounds, especially the Point defense canon,to better ones.
Is there anything else I need to change?
I hope these changes are considered for the next patch. What do you guys think?
[This message has been edited by Emperor Zodd (edited 08 January 2001).]
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January 8th, 2001, 11:23 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Changes I made so far to the game
while on the change rampage, I think its worthwile to edit the number of mine / sat / fighters dropable per strategic turn, and put the fighter bay 3 back up to 2 launches per tac turn.
most people also like to use some kind of mod to make remote mining more equitable.
dont forget to download the custom races out there, they kick the pants off of most of the standard ones.
grab a longer system names file, or your 200 systems wont all have names.
I prefer to leave the monoliths alone, I think they are balanced and represent a tradeoff. they should not be an 'uber-facility' cause thats cheesy and lame. It would be nice if the AI made several considerations on what kind of mining type to use, looking at each resource individually and making a decision that could reasonably lead to building a monolith. IE planet with +0min +0org +150rad would get a radioactive extractor, but a planet with +120 +130 +115 would get a monolith. even though that does not work as desired, i prefer not to overbalance the monolith.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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January 8th, 2001, 11:51 AM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
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Re: Changes I made so far to the game
I forgot to say I made a new systems list with over 200 better names myself and added a couple of mod races. Thanks
What about raising the output levels of robo-miners? What did you do yourself? And what about changing the system types to 3 to 12 planets?
[This message has been edited by Emperor Zodd (edited 08 January 2001).]
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January 9th, 2001, 02:41 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Changes I made so far to the game
quote: Originally posted by Emperor Zodd:
What about raising the output levels of robo-miners? What did you do yourself? And what about changing the system types to 3 to 12 planets?
when i figured out that i could not make a mining hull, i went for the reduced maintnance cost on the robo-miners. I am not a fan of the general purpose non-combatant hull, because it will become a replacement for transports. they might be OK though if limited to about 2 engines, but you might as well use a starbase or something at that point.
as for system types, i think they are fine how they are. I did make a quadrant type mod for fun that uses systems with high levels of alien ruins, and a couple systems with abandoned sphereworlds in them. really gives an advantage to the guy that picked 'ancient race'
--oh yeah, turn off remote mining resource depletion. it just does not make sense.
[This message has been edited by Puke (edited 08 January 2001).]
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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January 8th, 2001, 03:41 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Changes I made so far to the game
You could also add my APB (anti-proton beam) enhancement. It will make those APB more useful and will help AI since lot of races uses them. It is located somewhere in Scenario/Mod archive.
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January 8th, 2001, 06:47 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Changes I made so far to the game
I had a forehead-slapping moment when I saw someone else's post of a mod to let you put remote mining components into transports. Just add "Cargo Storage" ability to them, and set the value to 0, then don't put a description on the ability. This lets transports accept them without having to get cargo bays in first. I can get two remote miners into a small and FOUR remote miners into a medium transport. On a tiny or small world, you can get MORE resources by remote mining than from colonizing and building facilities! Remote mining is suddenly useful. There is the maintenance cost, but I've tweaked the cost of remote mining components somewhat and given transports a -25 percent maintenance adjustment since they are not warships and can have much less demanding standards of construction and performance.
Remember all the requests to make transports accept supply storage as cargo so you could make cheap "tanker" ships? It's just as easy to do this for supply storage components as remote miners. Ability 2: Cargo storage, no description, amount zero. Now your transport can be crammed with supply storage components. Nice! Btw, I've reduced the size of my supply storage components to 10kt. If a 10kt engine can hold 500 supplies AND be an engine, then a standard supply storage unit has no reason to be 20kt. Emergency supply pods on the other hand are 20kt in my set because they store the equivalent of many supply units in some "special" form that doesn't spoil or break down.
Speaking of engines, I thought it was a good idea to have later Versions of the same engine store more supplies so it's worth something besides a little bit of minerals savings to research them. So all engines hold 500/550/600 supplies, then the next type starts as 500 again. This makes a reasonable difference in the supply capacity of ships with level III of any given engine and since I changed the AI files to make it break it's research stages at level III of each engine type this helps the AI a bit.
How's those mods? I made a lot of technical changes to weapons and other components, but that's going to take a lot to describe. I'll have to post a mod some day.
[This message has been edited by Baron Munchausen (edited 08 January 2001).]
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