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Old December 12th, 2000, 09:39 AM

Talenn Talenn is offline
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Default Ok, for those of you who requested my mod...


I've posted it in the Scenario/Mod Archive. I'm not sure how many of y'all would be interested in it, but if anyone DOES get it and give it a try, please give me any feed back here.


Here is the Readme for those who are curious:

Ok, at the request of a number of folks on the SG forum, here are the data files that I have worked out. As usual with this sort of stuff, use them at your own risk and I am not liable for anything that may happen as a result of using these files. They are for personal use only. The story is true, but the names have ben changed to protect the innocent....yadda yadda...you get the point.

Here is a brief highlight of my changes but there are probably things I'm forgetting (I dont document very well.


1) Renamed many components to get away from the the 'numerical' names...ie Weapon I, Weapon II etc and gave them more flavor. Many of the names comes from other games etc so dont be surprised if you start having flashbacks.

2) Changed the number of facilities that planets can hold to help mitigate luck in the early game. Larger planets hold less now. Domed colonies hold a tad bit more. This also creates more competition for limited resources on the map.

3) Reduced the number of resources Extractors, Farms, and Refineries produce. Again, this is to create more 'demand' for space on new planets and encourage hostility earlier in the game.

4) Added more Pop 'breakpoints' with the lower pops having a production negative. This slows the game a little, but again, mitigates the luck of a player finding an optimal world or two early in the game.

5) Altered many of the costs of early facilities and components to make Organics and Radioactives more necessary.

6) Moved some of the starting tech areas around a bit...Satellites are no longer a starting tech. Everyone starts with level 1 Intel...some intel missions are alo available earlier. I felt in my games that intel REALLY took a back seat in SE4.

7) Many weapons have been rebalanced and tweaked. There are less 'no brainers'. Many of the changes are subtle, but present. Some weapons have been made more or less accurate. Unfortunately, there is no listing of this in the weapon description, but use of the 'display hit %' in tactical combat should give you the gist.

8) Reworked Armor a bit...removed 'Emissive' and made the higher Armors more damage resistant/space. It is entirely possible to ignore Shields completely and concentrate on Armor instead now. The downside is the high mineral cost of Armor and the vulnerability to AP weapons such as Shard Cannons.

9) Reworked the Engines completely. Newer model Engines now are more efficient, cost less, and hold more supply than their earler models.

10) Heavily tweaked the Cultural Modifiers, Racial Traits and the 'Characteristics' costs to be more balanced (at least IMO). No trait can currently be reduced below 100%. I know that wont be popular, but it DOES prevent the 'mini-maxing' that took place when you could set 'Ground Combat' down to 80% and crank up other more useful ones etc. All I can say is TRY it out the way it is. I think you'll find it makes for a better game.

11) Tweaked and added to the Weapon Mounts. I made them more costly in resources and supplies, again, to prevent the 'no-brainer' aspect of them. There ARE reasons to not put the largest mount on every hull you can.

12) Added a Tech Area of 'Streamlined Hulls' which is available with Ship Construction level 5. It gives access to smaller ship hulls that can hold more engines and have a slightly higher defensive bonus.

13) Completely overhauled AI to work within this data set. No, of course it isnt perfect, but it can least compete and build a reasonable econ within the constraints of this new set. You'll also notice that it tends to be a bit more hostile. Its still not as reactive to events as I'd like it to be, but that will prolly have to wait until the next patch.

Ok, thats the bulk of it. Heres a quick rundown of how to install this mod (and no, it aint user friendly, but its all I could do at the time.

Unzip all the AI files in the the 'AI' directory.

Unzip of the Data files into the 'Data' directory.

Unzip the 'Races' file and then manually copy them into their respective directories under 'Pictures/Races'. Note that there are some issue with the AI files. They all work, but not all are optimized and you might occasionally see some really odd AI ships out there. Just bear with it for the time being. None of it is a game breaker, but some is definately less than optimal.

Thats it!

I HIGHLY recommend making a new install of the game, patching it, and then applying these mods. That way, if you dont like 'em, you can always go back and play what you had before.

A brief note on settings to play this mod with:

I have tested and retested this mod with the following settings. The AI is more or less optimized FOR these settings to give a challenge. I recommend trying to use these settings if possible.

Small map, Mid Life, all Techs on, Events on, Low starting resources and Tech, 1 Average Homeworld, 5000 Racial Points (but only spend 2000 or less....the rest are for the AI), Generate Empires, but no Neutrals...High number of AI players and High difficulty...low bonus (or more if you REALLY want a challenge), No trading of Techs. Victory etc can be determined as necessary.

Using these settings and not using Mines etc, I find that I get a 'good' game 75%+ of the time.


Please post any feedback on the SG Forum. I'm happy to discuss anything concerning this mod on that Forum.

Enjoy!
Talenn

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