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December 22nd, 2003, 02:28 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: New SJ mod
You know, it's pathetic how I get these Ideas for the AoW mod, then the Mod Monsters like SJ think of them themselves, but implement them better...
 sometimes I wonder why I'm even bothering...
[ December 22, 2003, 01:34: Message edited by: dumbluck ]
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December 22nd, 2003, 03:33 AM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Well, of the things in that list,
I know I came up independently with:
QNP
Finite repairs
Supershort GC
Leaky Shields/Armor
I know others came up with:
PD Fighters
Tech Gridding
Mixed/Unsure stuff:
Partial Mines
Planetary Bombardment
Hero/Cannon Fodder ships system
I certainly don't want to claim its all original ideas, and if you've already started something very similar, do let me know now before I get started.
[ December 22, 2003, 02:59: Message edited by: Suicide Junkie ]
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December 22nd, 2003, 05:32 AM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: New SJ mod
Some numbers I've come up with so far:
Maintenance = Constant
Cost = Size 3
Ship size : build cost multiplier : maintenance multiplier code:
200 : 1 : 1000
400 : 4 : 125
600 : 9 : 37
800 : 16 : 15.6 (16)
1000 : 25 : 8.0
1200 : 36 : 4.6 (5)
1400 : 49 : 3.0
1600 : 64 : 1.95 (2)
1800 : 81 : 1.37 (???) (multiply all by 3, maybe)
2000 : 100 : 1.00
For Cost=Size2
Ship size : build cost multiplier : maintenance multipliercode:
200 : 1 : 100
400 : 2 : 25
600 : 3 : 11.1
800 : 4 : 6.25
1000 : 5 : 4.0
1200 : 6 : 2.77
1400 : 7 : 2.04
1600 : 8 : 1.56
1800 : 9 : 1.23
2000 : 10 : 1.00
[ December 22, 2003, 03:33: Message edited by: Suicide Junkie ]
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December 22nd, 2003, 08:08 AM
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Brigadier General
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Re: New SJ mod
I'd like to see kamikazies more affective and used by the AI, espeically with fitrs... movable bases like in Delvemod, mount variations as well, my 2 bits
just some ideas Mac
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December 23rd, 2003, 02:35 AM
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General
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Re: New SJ mod
If you're looking for ideas to throw in (though I certainly don't want to see all mods become the same  ) you could always use my Colony Tech Mod (prevents cheesy colony tech trading between empires of different planet types)...
edit: and to curb cheesy population trading, you could make breathable planets *different* from nonbreathables, not just better - maybe you get more pop space, but you get less cargo and/or facility space since the population tends to spread out?
[ December 22, 2003, 12:36: Message edited by: Ed Kolis ]
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December 22nd, 2003, 03:05 PM
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National Security Advisor
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Re: New SJ mod
Quote:
Originally posted by Ed Kolis:
you could always use my Colony Tech Mod (prevents cheesy colony tech trading between empires of different planet types)...
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Cheesy Colony Tech? What is that? I've only seen rock, ice, and gas. And why would you want to restrict players from trading Cheesy Colony Tech?

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December 22nd, 2003, 06:13 PM
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Shrapnel Fanatic
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Re: New SJ mod
I was not planning to support AI in this mod... many of the changes would be nearly impossible to handle.
Cranking the storage space is a good option...
Using the my popmodifiers file (peak resource production at 500m) would also make domed colonies very useful.
I hadn't planned anything about colonization until now:
- I'm thinking gritty tech, so I'm going to look into making the colonization techs unchoosable racial traits... Your home planet choice should (untested) force the pickup of one colony tech even though its racial, and you then wouldn't be able to trade OR research the others.
I'm also thinking it would be good to have rock/ice shared colony techs, with your off-colony costing 10x more (in rads for heating/cooling) than the home surface type.
Gas giant colonies would be cranked way up in size to keep it fair. 50 facilities on a huge breathable, gobs of population, etc.
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