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October 9th, 2005, 07:34 PM
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Sergeant
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Join Date: Sep 2003
Posts: 258
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Re: What mod can anyone recommend to try next?
If I can ask, the moment you colonise a planet in this mod, what do you build?
so far I have done the cheapest rock settlement as the production values are so low, then fill it up with either research or mining.
I just want to know if I am doing this right? the other thing I was thinking, if the rock colony on the planet stacks, and it mines at the same time, it will take ages to build, but am I better off to build a planet full of colonys :S
Thanks
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October 10th, 2005, 05:56 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: What mod can anyone recommend to try next?
Do what you think is right.
I usually build one cultural facility (Colonial for small colonies, Minor City for big ones), giving me added production for everything else on the planet, and then I usually fill the planet up with basic extraction/research facilities. Once that is over, I will upgrade that Minor City (or build one) to a better level, or I build a Central Computer for research planets.
But the best way of seeing what is best is to do some calculus, depending on what you want, how much time you are willing to wait for it, etc. Don't forget remote-mining, though: while it has been watered down, it is still very nice to supplement your income, particularly for radioactives, and everything that's remote-mined give your planets some more room for research facilities.
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October 10th, 2005, 09:54 PM
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Sergeant
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Join Date: Sep 2003
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Re: What mod can anyone recommend to try next?
Ive finished that game now, had a lot of fun!
if I am honest, there are a few things I do not like on that mod that confuse the hell out of me, and make me slightly enjoy it less, it is really all the diffrent levels of diffrent citys there are :S
I have always thought that SEIV should have this sort of system, but it confused the hell out of me on this mod because with some messing around (at end of game, log off, and keep pressing f12 for quick build) I found that having a cultral center, and then by having a rock settlement I think it was, or a earlier settlement basically had a stacking effect. I like the idea of having one building giving a big advantage, but this confused the hell out of me, and I am wondering if it is best to have one of each building on a planet!
other than this confusion, I really really enjoyed the mod!
next weekend, I will be trying a diffrent mod, and I would enjoy coming back to this one sometime in the future.
Thanks
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October 10th, 2005, 10:05 PM
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Captain
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Join Date: Oct 2001
Location: Prince George BC, Canada
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Re: What mod can anyone recommend to try next?
There's always Dark Nova 4 mod to try next. I'm just finishing some details of the newest version v4.18. 4.17 is available on PBW right now.
There is also a new PBW game using DN4 v4.18 that is about to start.
Here's a link to the overview on SE.net:
DN4 review
It's kinda out of date but I intend to update it once this newest version is complete.
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
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October 11th, 2005, 10:24 AM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: What mod can anyone recommend to try next?
Ok, speaking of Proportions, does anyone out there know what techs I need to attain to get to warp opening technologies in the latest version? (and, yes, this is for *that* PBW game...)
Thanks,
Alarik
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October 11th, 2005, 01:19 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: What mod can anyone recommend to try next?
I do. 100,000 minerals for the answer. I can also loan you the relevant vessels, since you can pretty much bet I *always* research Stellar Manipulation.
You should download the SEIV Modder to easily see the prerequisites. There are quite a few of them, and they ended up taking me a good 100 turns of research to get, so I hope you are patient.
The prerequisites include Quantum Theory (Mathematics 3 is the main prerequisite), and Quantum Physics II, plus Universe Manipulation III, Warp Physics I, and a bit of Gravitational Technology.
Think of the cultural facilities not as facilities, but abilities. They have two main abilities:
- Resource production: in that aspect, they are just mineral facilities/rads... and they have their own production. Let me repeat that: cultural facilities have a production of their own.
- Planetary system increase: only the best value for each resource applies here, and usually the better the facility, the higher it is. Note that Agrarian facilities increase organics far more than anything else.
So, if you have a Minor City and a Cultural Centre, the City will still produce its resources, but the Cultural Centre will be the "ruling" facility for resource increase abilities. Because the City produces something, it will still increase your resource production, and it will benefit from the Cultural Centre huge planetary resource increase (X14 for minerals, if memory serves).
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October 11th, 2005, 02:21 PM
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Sergeant
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Join Date: Sep 2005
Location: Colorado, USA
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Re: What mod can anyone recommend to try next?
Has anyone here ever played Escape Velocity by Ambrosia Software? I think it would be cool to create a mod for SEIV that mimics the ships, people, and places of the EV universe.
You could call it the SEIVEV mod, and make all the dialogues in Russian.
(j/k about the russian part)
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