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  #1  
Old November 9th, 2003, 07:50 PM

spoon spoon is offline
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Default 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.

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.
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.
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.
Same here as with cap ships. Fighters are (mostly) inneffective except as a surprise tactic.

Quote:

- Mines. Damage diminished to half.
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.
See PVK's balance mod for a great balancing of characteristics and traits.

Quote:

- Religious Technology. No changes, never played with it.
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.
All the weapons? Seems extreme.
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  #2  
Old November 9th, 2003, 07:50 PM

spoon spoon is offline
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Default Re: Share your opinions

edit: there is no post

[ November 09, 2003, 17:51: Message edited by: spoon ]
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  #3  
Old November 9th, 2003, 08:24 PM

Admiral Wunderbar Admiral Wunderbar is offline
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Default 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.

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.
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.
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.
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.
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.
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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  #4  
Old November 9th, 2003, 08:44 PM
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Fyron Fyron is offline
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Default Re: Share your opinions

Quote:
Telekinetic Projector removed
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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  #5  
Old November 9th, 2003, 10:01 PM

spoon spoon is offline
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Default Re: Share your opinions

Quote:
quote:
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.

I like the idea of changing them into short-range weapons. Still, if you want them to Last as a choice beyond turn 20, you'd have to make them stronger, not weaker. Maybe you can accomplish what you want by making them weaker at the early tech levels, but then extend the amount of research you can put into them, to make them an option in the mid-late game.

Quote:
quote:
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:

Was that against the AI, or other humans? The ai is notoriously easy to surprise...heh.
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  #6  
Old November 10th, 2003, 01:52 PM

Admiral Wunderbar Admiral Wunderbar is offline
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Default Re: Share your opinions

Quote:
Originally posted by Imperator Fyron:
quote:
Telekinetic Projector removed
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.

It's related to the new focus each tech has.
Psy = insidious and subtle. So they get happiness improvement, ship/fleet training, enhanced intel points generation, subvertion technics. It just doesn't fit in direct damage.
Organic = reproduction, and by consequence faster empire spawning. So replication centers are more important now, and you need less research to get it.
Temporal = speed and event predicton. That's why they have techs to improve ship speed, construction speed, and better combat sensors -> they predict where the target will be.
Crystalline = armor and cannons. This one, and only this one, can make ships that dishes out more damage and can sustain it. At least throught low-mid levels.
I avoid giving a bit of other areas to each to maintain it's uniqueness, seems to add more flavor to each race and gameplay. Also your choices are more important, they have more impact on your empire.
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  #7  
Old November 11th, 2003, 02:26 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Share your opinions

Quote:
Originally posted by Alneyan:
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.
Resource and Intelligence point generation does not work on components...yet...this is an item I (and others) have submitted to Malfador and should make it in the final patch - so you might want to hold on to those entries for the time being.
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