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  #1  
Old June 7th, 2005, 08:49 PM

Kevin Arisa Kevin Arisa is offline
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Default Re: Any interest in an Eclipse Mod game at PBW?

Thanks for the input. Many of the issues you mention are already being dealt with in the new patch.

The Docking Bays have a better built-in storage and launch rate than Unit Launchers but only work for fighters. The next patch reinforces this distinction by removing storage from the Unit Launchers completely. Remote mining was meant to be very useful but will deplete asteroids fairly quickly. The Hydroponics Dome however will have it's rates reduced.

Do the warheads not destroy the troops when they use them? If not I see a possible disaster.

Lots of stuff is being fixed and revised so dont hesistate to post any more suggestions. I may or may not have thought of it.
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  #2  
Old June 7th, 2005, 09:10 PM
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Default Re: Any interest in an Eclipse Mod game at PBW?

Quote:

The Docking Bays have a better built-in storage and launch rate than Unit Launchers but only work for fighters.

No, they don't. True, they store 4 times as many fighters and launch 3 times as fast, but they're a whopping 5 times as bulky, which means you could fit 5 Unit Launchers in the space of one Docking Bay!

Quote:
The Hydroponics Dome however will have it's rates reduced.
What about the Hydroponics Bay, Research Lab, and Covert Ops Installation (sorry if I got the name wrong)? Those also are quite powerful compared to their planetary counterparts...

Quote:
Do the warheads not destroy the troops when they use them? If not I see a possible disaster.
I haven't personally tried it, but I'd expect them not to, since most other special weapon abilities like range, damage type, etc. are ignored... also, when I mentioned it to Fyron and SJ on IRC, Fyron seemed to think that the troops would survive... Don't worry, though - there's always the "Vechicle" list type override!

BTW, you have some REALLY great planet graphics in your mod... ever considered submitting them to the imagemod? Also, you probably already know this, but the Star Trek AI's in your mod are completely nonfunctional It might also help to provide a PBW/dialup/lite version of the mod which doesn't include any races, because the mod is absolutely HUGE due to all the included race sets, which may already be present on the player's hard drive anyway!
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Old June 8th, 2005, 03:32 AM
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Default Re: Any interest in an Eclipse Mod game at PBW?

I am highly impressed by the mod overall. I tried to see everything by giving players 10 good planets with max tech and resources and the whole game froze while loading. I worry that the game will be impossible once we reach high levels. I have some questions however.
1. I looked at it at max tech and couldn't see any wormhole openers/closers. Are they not possible or did I miss them?.
2. Some of the new components say stuff like "Engines are repaired by engineering". Does this mean they are automatically reapired each turn?.

It should be a very interesting and expansive game if we start one.
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Old June 8th, 2005, 01:05 PM
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Default Re: Any interest in an Eclipse Mod game at PBW?

i agree, lets start one.
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Old June 8th, 2005, 02:33 PM

Kevin Arisa Kevin Arisa is offline
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Default Re: Any interest in an Eclipse Mod game at PBW?

Yeah a lot of balancing has been going on.

1. I was considering reducing the fighter launching capabilities of the Unit Launchers further, but I decided to remove that function from them completely. This solves the problem clean and simple. Should have been this way for the start anyway.

2. I forgot to mention that the other ship\station resource components would be recieving a significant price increase but otherwise maintain their current effectiveness. They are supposed to be really nice, but you would not be able to build a lot of them until later. This also helps races that decide to completely ignore colonization. I tested it, and although difficult, it is possible to survive without any colonies. Perhaps even without your homeworld but I havent tested that just yet.

3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.

4. Basic Warp Point generation\closing is available from the start ona medium tech start. On low tech you need the Stellar Observation technology from the Astrophysics science.

5. Engineering components have the ability to repair one component per game turn an have a small regeneration capability during combat. All "primary" systems have a regenration rate of 1 damage point per turn which is nothing by itslef but when engineering is present it has a more noticable effect. All major damages to "secondary" systems like weapons, shields, armor, etc. cannot be repaired by the crew during combat but can be repaired 1 component per turn by engineering. This simulates the crew's ability to repair their own ship. Organic components ALL have a 1 point regeneration. They also have components called Regeneration Cores which do nothing but provide a large amount of damage regeneration. This greatly makes up for thier rather unreliable bioelectric field generators which are meant to protect mostly from weapons inneffective against shields like mass and laser based weaponry.

6. When it comes to those insane starting settings with 10 planets, High Tech and such, I never did that kind of thing so Im not sure what kind of glitches are going to result. I wil try those settings and look for problems. However, I have had some very large empires with no problems. We will just have to see what happens.

7. I will filter out all of the shipsets for a smaller download option soon. I have been too lazy to do so earlier.

Keep the responses coming! My feedback rate has been rather low up until now so any suggestions are greatly appreciated.
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Old June 8th, 2005, 02:44 PM
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Default Re: Any interest in an Eclipse Mod game at PBW?

Quote:
Kevin Arisa said:
3. Please elaborate on this vehicle type list override. So far there is only one warhead components of each type that can be used on all designs. Perhaps making it 100kt but adding warhead mounts for various vehicles would make it easy to exclude the troops. Before I d any major changes I will test out the warheads as they are on troops. If they dont blow, I'll make some changes.
Sure! Just add these two lines below the Vehicle Type field in your warhead entries in Components.txt:

Code:

Vechicle List Type Override := Ship, Fighter, Mine, Drone
Vehicle List Type Description := Ship\Ftr\Mine\Drone



It's a new feature in 1.91

edit: remember to misspell Vehicle the first time but not the second
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Old June 8th, 2005, 02:52 PM

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Default Re: Any interest in an Eclipse Mod game at PBW?

Thanks, this is an invaluable feature. Makes my life so much easier. I still want to see if kamikaze troops are functional first before I change anything.
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