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  #1  
Old July 20th, 2001, 01:48 AM
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Default Re: Basic Tech Mod Info

quote:
FWIW
What?
For What It's Worth.

quote:
It looks like you are automatically assuming everyone is going to use ablative armor exclusively, and need that vast repair capacity.
Ships with other armor techs are only going to have 30 components at most. Do you really want one base to fix 6 per month?
No, the figures in the hundreds were with Repair Bays, not Base Repair Docks. One base would fix, say, only two ships per month @ 70 comps. My dilemma was trying to balance the Docks with the number of Bays potentially in a Space Station (I didn't want to mess with the larger bases). I think that I'll:
1) Restrict Bays to ships only. That will take away some of the competition.
2) Double most Bay sizes. Currently, the best Bay repairs 8/100kt; the worst is 4/100kt. This will cut it to 4/100kt at best.
3) Lower Dock rates to 20, 30, and 40, keeping them restricted to bases and one per vehicle, and increasing the sizes of the Last two levels to fit BS/SB. I do think that large scale repairs will be needed, even without ablative armor, but I think 40 comps/turn/per fleet is reasonable, considering it's like a base of operations. I regularly reach 25-30 comps/turn repair in my standard games with medium/large fleets, due to multiple repair ships.

quote:
Looking at your stats, it would be worth the slower repair time, but that kinda seems like a step backwards.
I agree, at least now. I'll see how it comes out.

quote:
PS: If we're making major changes all over anyways, why don't we multiply all sizes by ten?
ARRRRRGH!!!! *brain fuses blow, ricocheting off the walls*
Okay, I agree, finer control. (Hrrrmph.) I'll see. Don't count on it for v1.0. I only have 37.283 hours in a day (at least in this solar system).

Krsqk out.

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Basic Tech Mod

[This message has been edited by Krsqk (edited 23 July 2001).]
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Old July 23rd, 2001, 10:33 AM
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Default Re: Basic Tech Mod Info

It's finally here! Well, sort of.

Beta Version .75 is officially released. Currently known restrictions include:


  • Due to major tech tree changes/reductions, the AI currently does not work with this mod. If anyone is interested in modifying stock AIs for this mod, please contact me via e-mail or ICQ.
  • This is a beta Version. I have attempted to squash all bugs, but that does not mean I have been successful.
  • This is still a beta Version. Not everything is balanced, and it is possible I have overlooked a severe imbalance. Should you find a problem or if you have any suggestions, please contact me.[/list]Current features include, but are not limited to:

    • Drastically reworked tech tree, including several research "grids," allowing for near-infinite variety in research paths (okay, not quite near-infinite)
    • Several tech branches with multiple requirements, forcing multi-layered research
    • P&N v2.0 style propulsion, extended for fighters
    • Reworked satellite sizes, including two new Stealth Satellite sizes
    • Reworked mines, including detectable mines, two Stealth Mine sizes, and Seeker Mine Warheads
    • Several different "flavors" of most weapon types, including extended range, heavy duty, high accuracy, etc.[/list]
      Again, feedback is requested. Download and enjoy!

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      "The Unpronounceable" Krsqk
      Basic Tech Mod
      --Basic Tech Mod v.75
      --Changes list

      [This message has been edited by Krsqk (edited 23 July 2001).]
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Old July 23rd, 2001, 07:51 PM

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Default Re: Basic Tech Mod Info

I looked over the file briefly, and it seems that for each improved missile warhead, you kept the same name. Right? Anyway, it might be a good idea to have SOME indication of what happened..lest people think they just got a duplicate tech.

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Old July 24th, 2001, 06:49 AM
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Default Re: Basic Tech Mod Info

Just checked out the mod and noticed one thing - ion engines are way to fast. In real life ion engines produce about the same thrust as you would feel when holding a piece of paper in your hand. What makes ion engines usefull is that they use very little feul and in space thrust is cumulative.

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Old July 24th, 2001, 06:54 AM

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Default Re: Basic Tech Mod Info

Yah, but in SE4 thrust *isn't* cumulative..

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Old July 24th, 2001, 08:45 AM
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Default Re: Basic Tech Mod Info

quote:
I looked over the file briefly, and it seems that for each improved missile warhead, you kept the same name. Right? Anyway, it might be a good idea to have SOME indication of what happened..lest people think they just got a duplicate tech.
Would it be better to do it the way I did the armor? I.e., Cap. Ship Missile I (1) ? The problem I ran into there was that, with three tech reqs, I'd need a Foobar I (1)(a) type system. Seemed kind of messy; but I'll give 'er a try.
quote:
Just checked out the mod and noticed one thing - ion engines are way to fast. In real life ion engines produce about the same thrust as you would feel when holding a piece of paper in your hand. What makes ion engines usefull is that they use very little feul and in space thrust is cumulative.
I couldn't quite bring myself to give ion engines thrust of 1 or 2, so I made them equal to the solid-fuel boosters (which is obviously not real-to-life). (Please note that the number of standard movement points produced by an engine is not the number of moves a ship will have.) My intent for ion drives was slowest speed, lowest fuel consumption, and highest number of moves possible (supplies stored/supplies used). I put each engine type in a different family because each one has a different situation it's best in. So, if you don't mind slow speeds, but you have a long way to go, you just might want to try out the ion drives. If you've re-modded in quantum reactors, then feel free to use fusion drives on everything.

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--Basic Tech Mod v.75
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Old July 24th, 2001, 09:01 AM

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Default Re: Basic Tech Mod Info

Personally, I'd ditch the numerals entirely (at least the SE4 made ones) and do something like:

Cap. Ship Missile 1/1/1

Or
Cap. ship Missile
Abilities:
Uses a level 1 warhead
Uses a level 1 drive
Uses a level 1 launcher

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