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December 24th, 2004, 02:47 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: Anyone interested in a playable B5 mod, read h
Well the armor is just too difficult to understand. Maybe you should play a game of the mod, you will see there is no just no point in having several tech areas for armor components, of which all are called with phrases like 1a 3b or 4c. Its gets way to difficult to understand. I would prefer a system like your adamant uses. 1k and 10k components, simple as it is. Since both Timstone and i agree on the fact that the armor system needs reworking, it will be done
Timstone: Good idea. Maybe we could met sometime in ICQ or something, to work out what needs to be done, and who will do it. Im willing to spent alot of time, but i need a plan on what to do and i need input/suggestions. ^^
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December 24th, 2004, 02:52 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Anyone interested in a playable B5 mod, read h
I have played the mod... It was easy enough to understand. It just needs better documentation, such as an included Help file on the armor... Different techs improve different aspects of the armor. It is a tech grid. There most certainly is a purpose to having several tech areas for the armor components.
Both of you are wrong, the armor doesn't need reworking. 
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December 24th, 2004, 03:04 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
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Re: Anyone interested in a playable B5 mod, read h
Fyron, I can understand you're proud of the armor. And you have right to be so. All in all it's an impressive piece of work with a high degree of reality. I certainly can appreciate that, but in terms of the mod it's too difficult. Because we have so many races (I planned 42 in total), we have lots and lots of choice in our components. And adding a stream of armor doesn't really improved the handling of the mod. Even a wreckless redneck should be able to jump right in and play a game, a manual for the mod isn't a surplus luxury, but should be compulsory.
I tell you what. If the mod is done (oh my, where have heard that before...) and the testers are in agreement that the old armorsystem should be put in, we'll do that and apologize to you for ever removing it. Okay?
Edit:
RagsX:
I don't have ICQ anymore. I used it in the past, but when it cost me a year of study, I quit with the program. You can mail me, or isn't that fast enough? I'm sorry for not having such a program. If e-mailing doesn't cut it, I could always install ICQ again. Let me know via mail. 
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Men may control the free world, but women control the boobs.
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December 24th, 2004, 04:59 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Someone, think of the children!
Quote:
Timstone said:
Fyron, I can understand you're proud of the armor. And you have right to be so. All in all it's an impressive piece of work with a high degree of reality. I certainly can appreciate that, but in terms of the mod it's too difficult. Because we have so many races (I planned 42 in total), we have lots and lots of choice in our components. And adding a stream of armor doesn't really improved the handling of the mod. Even a wreckless redneck should be able to jump right in and play a game, a manual for the mod isn't a surplus luxury, but should be compulsory.
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*cough* *cough* SJ did the armor components.
The basic armor is TRIVIAL to understand. Press "show only latest", and use the best one you see. BAM.
The advanced armor is slightly more complicated. Use as much of the latest one as you are allowed by your current tech level. Save a about half your armor-tonnage for the basic armor. Shazam.
You have now graduated the SJ school of Armor design.
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Redneck default: Load up on light armor, and research the currently-cheapest armor tech area (when you feel like it)
Quote:
Inert Armor Physics
The application of physics and chemistry to making stronger armor materials.
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Quote:
Inert Armor Manufacturing
The mass production* of armor for space vehicles.
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*Mass production == Cheaper per component.
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Please, before you go ripping and gutting, explain to me why you think this is so hard.
It has all been carefully designed for use with the Show only latest button, and with that on, you will only see the stuff worth using. Which of the visible armor types you want will depend on the strategic and tactical situations.
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December 24th, 2004, 06:36 PM
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Brigadier General
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Re: Someone, think of the children!
Ehh... oops, sorry SJ. 
Again I made the error. My humblest of apologies.
Explanation for gutting the armor bit (nice sentence, thanks for bringing in the gutting SJ):
Because the tech tree is already humongous, we would like to narrow down all the tech. Now, I'm a big fan of large tech trees, but this is a bit too much. And when you finally researched the armor you wanted soooo badly, you're a good 100 turns farther. Yeah, I know that's a strategic decision (what to chose), but it illustrats nicely that the armor bit is too cumbersome and a bit too unclear.
Edit:
Please don't be mad at us, we're just trying to make the mod a bit more quicker to play and to decorate the files in another way. Maybe it gets better, maybe it gets worse. Time will tell.
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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December 24th, 2004, 07:51 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Someone, think of the children!
That is not a problem with the armor techs at all. It is a problem with the absurdly slow pace of expansion and colony development. Speed those up to more reasonable levels and it will solve itself...
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December 24th, 2004, 08:06 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Someone, think of the children!
If its pace you're worried about, then you have really been barking up the wrong tree.
To fix PACE, multiply the research point generation, or divide the tech area costs, or as Fyron mentioned, speed up colonization.
Don't muck with the poor little components, as they have absolutely nothing to do with research time.
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