November 23rd, 2002, 02:41 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
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Re: New Mod: The Art of War Mod
A few questions from my to do list (Man, it just keeps getting longer and longer...)
Quote:
---Make planet glassing with normal weapons next to impossible.
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Can anyone point me to some threads/mods that demonstrate how this is done? I vaguely recall that it involved increasing the damage to kill 1m population and increasing the damage of planetary weapons. But I'm looking for specific explanations/examples to study.
Quote:
---Balance the Cultural Modifiers.
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I remember that someone did this, once upon a time. Would that person mind if I incorperate their work? Oh, and I'd need a pointer to that mod...
edit: One Last question: Anyone care to share their impressions of v0.80?
To Do list:
playtest v.80 !!!
+++Maintenance+++
X-P&N maintenance settings.
X-Maint reducing components & ship specific mounts;
---Adjust maint. reduction of Crew Areas.
X-Rebalanced # of Lifesupport and Crewquarters with shipsize.
X-Adjust ship hull costs to 1.2$/kt.
+++Miscellaneous+++
X-Add no-AI mod files.
X-Add TDM Formations
---Add some P&N mounts.
---Balance the Cultural Modifiers.
---Add empty Racial Traits slots for future expansion.
+++Damage Allocation+++
---Small racial armors.
X-Add OA ability to all hull sizes. (excluding units)
---Base shields and armor on P&N style.
---Various weapons balancing issues.
+++Ground Combat+++
X-Ground combat down to 3 turns.
---Make planet glassing with normal weapons next to impossible.
+++Space Combat+++
---Change space combat to 50 turns.
---Rebalance the tohit%/ecm% (increase costs of characteristics, ala P&N)
---Add Manuevering thrusters.
---Ship/Fleet Training components ala P&N
+++"Weapons or Butter"+++
X-9 levels of SY, researched thru ship construction, along with Temporal counterparts.
---extend resource extractors down to 10 levels (9 researchable)
---Adjust Research Center and Intel Center points generation.
---Adjust Citizen Database and CCC bonus %s.
---change monolith research to be dependant on resource extraction research. (ala P&N)
---Adjust Robotoid Factory bonus %s.
+++Engines+++
---Smaller vessels can mount more engines than larger ones (ala dreadnaught and baseship).
---Supply usage decreases with engine tech level ala P&N, Exodus
---Reduce Capital Ship combat movement rates by 1/2. (missles, fighters, and drones(?) remain normal). Strategic movement rates remain normal.
---Extend tech tree (ala Exodus mod)
Note: mQNP is out, for the time being. One of the reasons is that I've got too many other things I want to experiment with (heck, I'm still coming up with ideas!). Another is that it might restrict the number of players interested in the mod. Once I get most of the basics worked out, I'll add it in (or perhaps make 2 Versions of the mod, on with mQNP, and one without). Of coarse, if there is a large public outcry, I could probably be persuaded to put it back on the to do list... ;P
[ November 22, 2002, 12:47: Message edited by: dumbluck ]
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