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November 13th, 2003, 02:49 AM
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Sweet Mod 2.1
Quote:
Originally posted by tesco samoa:
Yea I did. Do you think it would be a good fit to the game ???
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If you mean the specialized colony techs, don't ask me, I came up with the idea and I can't give you a fair and unbiased opinion! If you mean the ark ships, I guess they really aren't necessary since by the time you get a second colony tech you'll probably have cruisers anyway... but still, it's nice to have all your colony ships LOOK like colony ships, it's hard enough managing them already in a large empire
edit: oh yeah... since emissive ability doesn't work for units, the Small Emissive Armor is useless - it has less HP/kT than regular armor and costs more, too!
[ November 13, 2003, 00:52: Message edited by: Ed Kolis ]
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November 15th, 2003, 06:14 PM
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Location: Canada
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Re: Sweet Mod 2.1
Ed. All Maintence is at 10% as per SJ's Maintence system in P&N. SJ can explain it...
2.0.1 Changes So far.
1) added the new FQM 2.08 Mod
2) added the 500 kt Colony Arc Ship to transport the 400 KT colony component
3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game.
4) changed - Solar sails bonus movements are now 2 , 4 , 6
Now #3 is some thing I have been in dicussion with a few people over on the beginning of balance for resources.... This will force players to build more rads and Organics to support their ships.
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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November 15th, 2003, 06:55 PM
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Shrapnel Fanatic
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Re: Sweet Mod 2.1
Make components that would seem to require a lot of radioactives, like engines and energy based weapons, cost lots of rads and few mins. Make stuff that seems to rely completely on crew ability (such as psychic weapons) cost lots of organics, as well as stuff like life support and crew quarters, which should cost mostly organics cause they need organic stuff to support the crew. That is a pretty good start to balancing the resources. 
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November 15th, 2003, 09:55 PM
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First Lieutenant
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Re: Sweet Mod 2.1
A related question: what's the best way to balance the amount of resources an empire makes from its homeworlds? For example, what's the best way to give a homeworld an extra 2k Organics and Rads each turn?
I tried the minimum income thing in settings.txt, but that didn't seem to do anything. And I didn't see a way to change the distribution of resource gathering facilities. If I make a special homeworld only facility (like a super-expensive spaceport that generates 2k organics and 2k rads), how do I prevent the ai from trying to build those spaceports all over the place?
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November 15th, 2003, 09:58 PM
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Shrapnel Fanatic
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Re: Sweet Mod 2.1
Make the HW facilities come first in the file, and make the normal miners more "advanced" (ie: require more tech levels, even if many of those levels are redundant, such as two entries for Minerals Extraction 1).
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November 16th, 2003, 02:23 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Sweet Mod 2.1
Quote:
Originally posted by tesco samoa:
3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game.
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I don't think that will make much of a difference... even a Baseship hull only costs 1500 minerals, so what's another 150 organics and 300 radioactives compared to the cost of the components?
Quote:
4) changed - Solar sails bonus movements are now 2 , 4 , 6
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Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! 
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November 16th, 2003, 06:34 AM
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Shrapnel Fanatic
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Re: Sweet Mod 2.1
Quote:
I tried the minimum income thing in settings.txt, but that didn't seem to do anything.
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If you generate 1 resource, you do not get the minimum empire generation. You only get that if you make absolutely no resources (on your own, not from trade treaties).
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