|
|
|
 |

May 20th, 2002, 07:33 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: New Mod: The Art of War Mod
Quote:
Originally posted by geoschmo:
I also wanted experience to be more of a determining factor, because that's something I can't really control since it's hardcoded. But I weakened the training facilities so you have to earn the experience the hard way.
Geoschmo
|
I wish I had more time, I'd like to check out the beta. So when I make suggestions, keep in mind that it's kind of like the blind leading the blind. But anyway, have you looked at SJ's P&N for inspiration here? The way he handles it (numbers are rough estimates, I haven't used his training facilities for a while) is that level one goes up to 15%, with 3% gained per turn (maxed in 5 turns). Level 2 goes up to 20% but with only 2% gained per turn (maxxed in 10 turns). Level 3 goes up to 25%, with only 1% gained per turn (max in 25 turns!). So to get the higher % takes much more time. I thought that was a pretty cool idea. Maybe you could plagerize, or at least use it as inspiration? Or not, I don't know. Hell, maybe you already have!
|

May 20th, 2002, 08:11 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Mod: The Art of War Mod
"I haven't used his training facilities for a while) is that level one goes up to 15%, with 3% gained per turn (maxed in 5 turns). Level 2 goes up to 20% but with only 2% gained per turn (maxxed in 10 turns). Level 3 goes up to 25%, with only 1% gained per turn (max in 25 turns!). So to get the higher % takes much more time. I thought that was a pretty cool idea."
Or if you build all three it's maxed in 23 turns, total.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

May 20th, 2002, 09:07 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: New Mod: The Art of War Mod
Hey, quick question: Do those facilities stack? If not, how does it choose which facility is "active"? (does it pick most increase per turn, or highest max?)
Edit: sorry for taking this thread OT. It won't happen again, I swear!!!
[ May 20, 2002, 08:09: Message edited by: dumbluck ]
|

May 20th, 2002, 09:21 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Mod: The Art of War Mod
even if they don't, just put them on nearby planets.. I haven't tested it.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

May 21st, 2002, 01:15 AM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: New Mod: The Art of War Mod
I am not aware that these facilities stack. According to the description they do not. Phoenix appears to be saying they do however. There may be a bug. I haven't tested it.
P&N is a nice way to do it, however it wasn't what I was looking for. In AoW I made five levels of each instaed of three. In all five levels they rate of experience is 1% one per turn. The lower levels can only gain 6% percent max, the highest levels only 10%. I wanted to limit the amount of experience you cold accquire "artificaially" an make the ships earn it the hard way through combat.
One thing I did change to help in this area though is I made the Combat Neural Net a researchable component, instead of making you find ruins to get it.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

May 22nd, 2002, 08:34 PM
|
Corporal
|
|
Join Date: May 2002
Location: Toronto, Ontario
Posts: 51
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Mod: The Art of War Mod
Hello,
A couple of things I thought about while reading this thread:
1) Change the ship construction costs so that smaller craft are much much cheaper compared to the larger. Also, give larger ships an inherent bonus to damage resistence. I've always been a little annoyed when I compare Se4 navies to modern navies. Take WW2 naval distributions: battleships took forever to build/repair, but were very tough to knock out (and even tougher to destroy outright). By comparision, destroyers etc were pumped out 'en masse'. In the game, maybe a single shipyard could construct more than one small ship per turn. Captial (Cruiser and up) ships should take a really really long time.
If the modifications suggested below to increase the late-game usefulness of the smaller hulls were included then Se4 fleets would start to resemble real life fleets, with a capital ship never being put to sea/space without attendent destroyers to use as scouts/screens.
(Sorry that rambled on a bit)
2) Ancient ruins. I think it would be interesting if ancient ruins not only supplied a new tech level, but perhaps opened access to an entire tech tree; imagine scientists finding a piece of technology that is initally useless, but allows access to whole new concepts/branches (Think of the broken arm and chip found in Terminator 2)
|

May 23rd, 2002, 02:19 AM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: New Mod: The Art of War Mod
Quote:
Ancient ruins. I think it would be interesting if ancient ruins not only supplied a new tech level, but perhaps opened access to an entire tech tree; imagine scientists finding a piece of technology that is initally useless, but allows access to whole new concepts/branches
|
This can already happen in SE IV on a small scale, when you find one or more of the normal techs rather than a Unique tech. (For example, in one of my games, I recently found Military Science on a Ruins world, which opens three other tech areas for research, but gives no immediate components.)
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|