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December 11th, 2006, 11:36 PM
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Corporal
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Join Date: Aug 2001
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Re: Inti,s SEV Game
Noticed a couple balance issues. It seems that Light Carriers make all other ship types redundant. Only 10% of space needs to be fighter bays, so that's 720 kT of usable space vs. 300 on a frigate and 500 on a colony ship or freighter.
Also, this seems like it will be much slower-going mod than stock. High cost to research stuff + low amount of research per turn + high cost of building colony ships = lots of turns. This might be intentional, but the gain in realism isn't worth the slow pace, IMO.
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December 11th, 2006, 11:57 PM
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Major General
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Re: Inti,s SEV Game
I have some experience with eclicpse in Se4 so I remembered the slower tech progression, but still it is a bit of a surprise that you have 130K research in first turn and then only 3K on second. I know you get extra on the first turn for vanilla but that is only times 4.
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December 12th, 2006, 12:08 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Inti,s SEV Game
Keep in mind you don't start with a full homeworld, and the game now has Capitals ala Galciv... so if you want, you can build a research capital in your home system and fill up your homeworld with research centers... 
Another balance issue... Metropolises seem overpowered compared to the regular facilities - they do TOO MUCH of everything for their low cost and small size! (20% the research/intel of a research facility, 33% the mining/farming/refining of the appropriate facilities, plus storage, all packed into a facility half the size and 40% the cost of a standard facility!  ) Do they simply not advance as well with research? I haven't poked around in the data files so I don't know...
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December 12th, 2006, 09:25 AM
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Sergeant
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Re: Inti,s SEV Game
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.
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December 12th, 2006, 01:19 PM
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National Security Advisor
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Re: Inti,s SEV Game
I'm trying to resolve why the server can't seem to process the turns. I doubt you have ground combat on turn 1.
Were there any last minute updates to the mod before the game started? I haven't followed every word of this thread. I've got you using the data files for Golden Eclipse Mod v1.0 Beta. That's correct is it not?
Geoschmo
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December 12th, 2006, 02:57 PM
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First Lieutenant
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Re: Inti,s SEV Game
We also used an fix from Kevin, you can find the link in the Eclipse mod thread.
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December 12th, 2006, 03:20 PM
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National Security Advisor
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Re: Inti,s SEV Game
I can't seem to access Kevins site at the moment. Did he patch the mod and not change the version?
Geoschmo
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December 12th, 2006, 04:28 PM
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General
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Re: Inti,s SEV Game
Quote:
Kevin Arisa said:
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.
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Yes, it is an excellent choice if you need a little of everything - but shouldn't the player be penalized for attempting to hedge his bets on future resource needs with a metropolis vs. dedicated facilities, not rewarded? Especially given that metropolises are much cheaper to research than researching all the other techs combined! 
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