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November 9th, 2003, 06:33 PM
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Private
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Join Date: Nov 2003
Posts: 22
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Re: Share your opinions
 Heh, you got me worried cause I hadn't tested this comp... but seems to be working fine. If it helps, here it is:
Name := Small Space Lab
Description := High-Tech researching module which develops new technology for a society.
Pic Num := 62
Tonnage Space Taken := 50
Tonnage Structure := 10
Cost Minerals := 5000
Cost Organics := 5000
Cost Radioactives := 8000
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Miscellaneous
Family := 6003
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Applied Research
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Point Generation - Research
Ability 1 Descr := Generates 500 research points each turn.
Ability 1 Val 1 := 500
Ability 1 Val 2 := 0
Weapon Type := None
Good luck in deep space!
PS: Hmm, doesn't seem to be using the Supply Amount indicated...
[ November 09, 2003, 16:38: Message edited by: Admiral Wunderbar ]
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November 9th, 2003, 06:39 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Share your opinions
I did try a similar component. Didn't work, either resource generation or research generation. I believe the game doesn't allow for resource production in deep space, you do need a planet or asteroid of some sort, even in the case of remote-mining. I am afraid other failed to make such a component work as well.
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November 9th, 2003, 06:58 PM
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Private
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Re: Share your opinions
my mistake...
[ November 09, 2003, 17:14: Message edited by: Admiral Wunderbar ]
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November 9th, 2003, 07:50 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Share your opinions
Have fun modding! Here are a few quick responses:
Quote:
Originally posted by Admiral Wunderbar:
- Anti-Matter Stream Weapons. Requires Physics 4. The
Mean Gun, long range and enormous damage.
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How will this be different from the Wave Motion Gun?
Quote:
- Quantum Reactor. It's no more, there's a new engine
with no supply consumption, yet you still have
to worry about supplies for your weapons or other
components. Req Propulsion 10 and Resupply 5.
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Great idea!
Quote:
- Capital Ship Missile. No longer the god of weapons,
had its reaload increased and seeker speed
diminished. It's still a good weapon.
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General concensus is that cap ship missiles are already too weak after the early game. I suggest beefing them up rather than toning them down. Depends greatly, of course, on what you do the Point Defense Cannons, if anything.
Quote:
- Fighters. It's now a bit more expensive to build
swarms of it.
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Same here as with cap ships. Fighters are (mostly) inneffective except as a surprise tactic.
Quote:
- Mines. Damage diminished to half.
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You might want to try cutting their damage by 1/10, but increase the amount you can have in a sector by 5. Just a thought...
Quote:
- Advanced Traits. Costs have been balanced out.
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See PVK's balance mod for a great balancing of characteristics and traits.
Quote:
- Religious Technology. No changes, never played with it.
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The Religious Talisman is viewed by many as being over-powered, though in a game with experienced players, it can be a liability since everyone will try to kill you before you research it.
Quote:
- Organic Technology. Research costs lowered, Replicant
facility improved and extended. Lost all weapons.
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All the weapons? Seems extreme.
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November 9th, 2003, 07:50 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Share your opinions
edit: there is no post
[ November 09, 2003, 17:51: Message edited by: spoon ]
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November 9th, 2003, 08:24 PM
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Private
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Join Date: Nov 2003
Posts: 22
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Re: Share your opinions
Quote:
Originally posted by spoon:
Have fun modding! Here are a few quick responses:
quote: Originally posted by Admiral Wunderbar:
- Anti-Matter Stream Weapons. Requires Physics 4. The
Mean Gun, long range and enormous damage.
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How will this be different from the Wave Motion Gun?
Range is superior, and since there is no Wave M Gun, this is an enhanced replacement.
Quote:
quote:
- Capital Ship Missile. No longer the god of weapons,
had its reaload increased and seeker speed
diminished. It's still a good weapon.
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General concensus is that cap ship missiles are already too weak after the early game. I suggest beefing them up rather than toning them down. Depends greatly, of course, on what you do the Point Defense Cannons, if anything.
That's the point. There is just no other better weapon until PD. I base myself in films and novels, where missiles are only used in close range against unprotected targets. Without CSM, we have more options with DUC, Energy Stream Weapons, Phased cannons, etc. Also, Torpedo weapons are now a decent option until later stages.
In any case I'll look into it, maybe faster and shorter in range makes it better overall.
Quote:
quote:
- Fighters. It's now a bit more expensive to build
swarms of it.
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Same here as with cap ships. Fighters are (mostly) inneffective except as a surprise tactic.
Hmm, I have beaten some games with a swarm of it, and thought it was too cheap a tactic. :shrug:
Quote:
quote:
- Mines. Damage diminished to half.
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You might want to try cutting their damage by 1/10, but increase the amount you can have in a sector by 5. Just a thought...
Good idea!
Quote:
quote:
- Religious Technology. No changes, never played with it.
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The Religious Talisman is viewed by many as being over-powered, though in a game with experienced players, it can be a liability since everyone will try to kill you before you research it.
Quote:
- Organic Technology. Research costs lowered, Replicant
facility improved and extended. Lost all weapons.
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All the weapons? Seems extreme. The techs have been improved in other ways. I've played with organic and usually I could have double population than any other race. Since pop influences more your production and construction, this is a huge bonus not to be overlooked. In fact, it's just too good and I'm thinking of toning it down.
Thanks!
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November 9th, 2003, 08:44 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Share your opinions
Quote:
Telekinetic Projector removed
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Why? What was wrong with that weapon?
I'd give Organic Manipulation its weapons back... they are not really more powerful than normal weapons, and take a huge amount of research to get. 
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