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November 7th, 2001, 08:32 PM
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Brigadier General
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Re: TDM-ModPack 2.00 BETA
Rollo, by all means, keep posting! This is exactly what we want to see here! 
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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November 7th, 2001, 08:40 PM
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Brigadier General
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Re: TDM-ModPack 2.00 BETA
quote: Originally posted by Rollo:
I noticed that many races use only 50s for research now. That will probably result in a lot of research lost (especially if giving the AI a bonus). Smaller numbers for cheap projects would not be a bad idea, IMHO.
As usual there are two sides of the medal. 
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises. 
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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November 7th, 2001, 09:09 PM
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Shrapnel Fanatic
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Re: TDM-ModPack 2.00 BETA
Thanks
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 7th, 2001, 09:16 PM
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Captain
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Re: TDM-ModPack 2.00 BETA
quote: Originally posted by Rollo:
1) The Colonials and Drakol do not research astrophysics1 in not connected state, so they cannot research stellar manipulation either...
Races included are the ones mentioned in the readme to have major reworks (Jraenar, Praetorian, UkraTal, Terran, Xiati), the new ones (Vaxin , Orks), the Romulan and Klingons, and the Space Vikings (of course, ). I am playing the Norak under full minister control. edit: (and not getting the low bonus. So don't worry about them Daynarr . I will include your races in my next test).
Rollo- Thanks for the roll call that is exactly what we need so keep it coming. I will immediately fix the research files. Thanks for the catch.
Also FYI - the Dra'kol, Piundon and Colonials were completely reworked too so somebody please add them to their game and give constructive criticism
Thanks
-TG
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
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November 7th, 2001, 09:59 PM
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Brigadier General
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Re: TDM-ModPack 2.00 BETA
quote: Originally posted by [K126]Mephisto:
As usual there are two sides of the medal. 
If you increase the number of simultaneous projects in a low research point environment (maybe even high tech costs) the AI will not really press an early advantage in an research field. It is just hard to balance but in the end the AI will only lose research points in the beginning and not that many point (usually). We all have to make some compromises. 
I agree with you and I am not saying that lower numbers should be used in general. However, certain tech levels (e.g low level armor and weapons , Adv. Mil. Sci., and other 5000 point stuff) could use lower numbers to prevent research loss. Just MHO.
I'll post more of my test game later.
Rollo
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November 7th, 2001, 10:55 PM
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General
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Join Date: Feb 2001
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Re: TDM-ModPack 2.00 BETA
Shadows_AI_General.txt has "Political Savvy" misspelled under all three Race Options.
I'm playing the Dra'kol. First Contact with the Colonials on 2401.9; when I tried to set Players to human control to get stats, 1.49 wants a Game Master password?!? In a solo turn-based game?!?!?
I have the Dra'kol in 2nd place as of 2402.0, in a 12 player solo game with the default Quick Start options.
It was really cool to see my Hypermaze listed in the compatible mods.  I've been waiting for TDM to start working on v1.1, just to conserve HD space.
While I was downloading TDM 2.0 today, FedEx showed up with my copy of Runesword II. How am I supposed to get anything done around here?
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Cap'n Q
My first SE IV mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
[This message has been edited by capnq (edited 07 November 2001).]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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November 7th, 2001, 11:35 PM
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Second Lieutenant
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Re: TDM-ModPack 2.00 BETA
Capnq,
Looks like the Shadows files in modpack are old ones too.
The Shadows_General.txt file I sent for inclusion into modpack had "Political Savvy" correctly spelled.
I have posted the files I sent to Mephisto in the races archive so that players are recommended to use these until things are sorted out. The modpack EMP files should be used though as Mephisto made a correction to each of those files.
Regards,
GE.
PS: Its a huge job that Mephisto has undertaken and some bugs were bound to crop up!
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