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January 30th, 2003, 01:49 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Wanted: Alpha testers for the AoW mod.
I don't know. Most of the weapons stuff is still just ideas on electronic paper right now. My next big project after playtesting what I've got now is to balance PDC/missles/fighters. I've got quite a few ideas about making fighters more effective.
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January 30th, 2003, 11:47 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Wanted: Alpha testers for the AoW mod.
DL, so you don't have any changes, right now? I will start "Test 4" soon, using v0.81. Thanks!
mlmbd
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January 30th, 2003, 11:52 PM
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Corporal
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Join Date: Oct 2002
Location: Texas
Posts: 116
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Re: Wanted: Alpha testers for the AoW mod.
Dumbluck...
I have been play testing AOW v0.81 in SEIV Gold v1.78 and here are the results:
- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.
- Medical Bay II, III, IV and V are not special mounts like "Sick Bay".
- New Space Yards are discovered more than one at a time (got V & VI with the same research level-Space Yards II).
- AI players don't build ships.
- If you want the savegame file or wish to contact me via email: kirbyef@excite.com
KirbyEF
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January 31st, 2003, 12:45 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Wanted: Alpha testers for the AoW mod.
Quote:
Originally posted by kirbyef:
Dumbluck...
I have been play testing AOW v0.81 in SEIV Gold v1.78 and here are the results:
- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.
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The System Names file came straight from the Eyecandy mod. I'm too lazy to make my own...
Quote:
- Medical Bay II, III, IV and V are not special mounts like "Sick Bay".
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I debated long and hard about making the Medical Bays be Crew Areas (maintenance reducers). In the end, I chose not to because someone could put a Medbay 1, and a Medbay 2, AND a medbay 3 etc. on a ship to get extra maintenance reductions. Since they aren't Crew Areas, they don't get the CA mount. Medbays should still be stock. I think. Did I remember to reduce their size back to stock?
Anyway, I'm prolly going to take the Crew Areas mounts out in the next Version; I don't need them anymore.
Quote:
- New Space Yards are discovered more than one at a time (got V & VI with the same research level-Space Yards II).
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This is most likely a result of cross-referencing techs. SY 4, 5, and 6 require Space Yards 2 as well as the relevent Ship Construction tech. SY 7, 8, and 9 require SY 3 as well as the relevant Ship construction tech. If you researched Ship Construction 5 before researching SY2, you won't get new SY components/facilities.
Quote:
- AI players don't build ships.
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From the start, this has been a Humans Only mod. The AI is (quite literally) non-existant.
ALL: Ok. Thanks again for the playtesting, guys. I appreciate the bug reports. But I have noticed a distinct abscence of comments about the balance of the new economic model. I would really appreciate some, it's where my modding ability is probably the weakest.
Hopefully, I'll have time soon to examine the data that some of the testers have sent my way. After I get that done, (barring any glaring bug fixes), I plan on starting work on the next big project for this mod: Balancing the fighters/seekers/PDC issues. Now, if work would just stop scheduling overtime.... (not that I'm complaining about the paychecks... )
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February 1st, 2003, 02:15 AM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: Wanted: Alpha testers for the AoW mod.
DL,
Quote:
But I have noticed a distinct abscence of comments about the balance of the new economic model. I would really appreciate some, it's where my modding ability is probably the weakest.
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What is the 'New' economic model?
mlmbd
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February 1st, 2003, 03:06 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
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Re: Wanted: Alpha testers for the AoW mod.
Quote:
- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.
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On the subject of systems which have both of these:
I'm in a PBW game which happens to have a Double Double 7074 and a Double Double 7073 (or some close numbers like that). It's caused heart palpitations several times when I've read log events/forum postings about the one I'm not near (but mistaken it for the one I am near). The bad part--I just figured it out not, ~100 turns into the game. 
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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February 2nd, 2003, 12:32 PM
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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: Wanted: Alpha testers for the AoW mod.
Mumbles, Resource procurement has been modded. For example, Resource Extractors (mineral miners, etc) now have 10 research levels. Level 1 starts at ... 375/turn IIRC. The bonus facilities (mineral scanner, Robo factory, etc) have been modded somewhat as well (mainly in price and the bonus %)
Shipyards have been modded similarly. Your starting shipyard is ... er... slow, the SY component even slower. So you can't harvest as quickly, nor can you build as quickly.
I don't recall if the Research/Intel mods made it into v0.81, but if so, their point generation and costs have been modded as well.
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