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December 3rd, 2002, 01:34 PM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Dormant, but not forgotten.
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December 3rd, 2002, 04:54 PM
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Major
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Re: New Mod: The Art of War Mod
So, how is the Mod coming? Gatta know!
mlmbd 
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December 4th, 2002, 12:52 PM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Quote:
Originally posted by dumbluck:
Dormant, but not forgotten.
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Doesn't that say it all? I've been too busy to touch it lately... And I'm actually (tentatively) planning on scaling back some of my planned changes, to keep with the intentions of the mod. Maybe someday I'll use this mod as the genesis for a mod that is distinctly my own, and add all those big ideas to it. Of coarse, by then SE5 will probably be out... 
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December 4th, 2002, 03:54 PM
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Re: New Mod: The Art of War Mod
Guess so. I was just asking so if there was anything new I could report it. You know where.
mlmbd 
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December 9th, 2002, 02:00 AM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Sure, here's my latest history file and to-do lists. I've been working on the "Weapons or Butter" decision balancing lately.
History:
to do: v0.81
X-Reduced the Robotoid Factory bonuss by 1/2.
X-Move individual resourse bonus facilities to their own trees.
X-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.)
---Balance Robotoid Factory facility costs.
---Balance facilty costs for Resource Extractors.
X-adjust Crew Areas maint. reduction.
---extend resource extractors down to 10 levels (9 researchable)
---change monolith research to be dependant on resource extraction research. (ala P & N)
---Adjust Research Center and Intel Center points generation.
---Adjust Citizen Database and CCC bonus %s.
v0.80
-Added 9 levels of Space Yard(facility) and SY(component), researched thru Ship Construction and Space Yards(tech), along with Temporal counterparts.
-Added Armor Regeneration ability to all hull sizes. (excluding units)
-Cosmetic bug fix on abilities displays for hull sizes.
v0.71
-Ship Sizes changed in preparation for mQNP addition.
-NoAI mod files added.
-TDM Modpack formations.txt file added.
-Added Maint reducing components & ship specific mounts.
-Added P&Nv3.1b Maintenance settings.
-Adjusted ship hull costs to $1.2/kt.
-Rebalanced the number of Crew Quarters and Lifesupport with vessel size.
To Do list:
--Cut out some of the more extreme changes. Stick to the basics for this mod---
-- playtest v.81 ---
+++Maintenance+++
X-P&N maintenance settings.
X-Maint reducing components & ship specific mounts;
X-Adjust maint. reduction of Crew Areas to 8%.
X-Rebalanced # of Lifesupport and Crewquarters with shipsize.
---Adjust ship hull costs to 2.0$/kt.
+++Miscellaneous+++
X-Add no-AI mod files.
X-Add TDM Formations
---Add some P&N mounts.
---Balance the Cultural Modifiers.
+++Damage Allocation+++
---Small racial armors.
X-Add OA ability to all hull sizes. (excluding units)
---Various weapons balancing issues.
+++Ground Combat+++
---Ground combat down to 3 turns.
---Increase "damage to kill 1m population" setting.
---Increase damage rating of the Neutron Bomb.
+++Space Combat+++
---Change space combat to 20 turns.
---Rebalance the tohit%/ecm% (increase costs of characteristics, ala P & N)
---Add Manuevering thrusters.
---Ship/Fleet Training components (NOT facilities)ala P&N
--- ??? Change tohit size bonuses to 12% per 100kt.
---Correct tohit% size bonuses on non-standard hull sizes.
+++"Weapons or Butter"+++
X-9 levels of SY, researched thru ship construction, along with Temporal counterparts.
X-extend resource extractors down to 10 levels (9 researchable)
---Adjust Research Center and Intel Center points generation.
---Adjust Citizen Database and CCC bonus %s.
---change monolith research to be dependant on resource extraction research. (ala P&N)
X-Reduce Robotoid Factory bonuses by 1/2.
X-Move individual resourse bonus facilities to their own trees.
X-Balanced facility costs for individual Resource bonus facilities (mineral scanner, etc.)
---Balance facilty costs for Resource Extractors.
---Balance Robotoid Factory facility costs.
+++Engines+++
---Supply usage decreases with engine tech level ala P&N, Exodus
---Double combat movement rates for fighters, missles.
-??Smaller vessels can mount more engines than
larger ones (ala dreadnaught and
baseship).
OR
Add combat movement bonuses to smaller
hulls
OR
Make size-specific mounts for
manuevering thrusters; they add the
combat movement bonus.
---Extend tech tree (ala Exodus mod)
Note: mQNP is out, for the time being. One of the reasons is that I've got too many other things I want to experiment with (heck, I'm still coming up with ideas!). Another is that it might restrict the number of players interested in the mod. Once I get most of the basics worked out, I'll add it in (or perhaps make 2 Versions of the mod, on with mQNP, and one without). Of coarse, if there is a large public outcry, I could probably be persuaded to put it back on the to do list... ;P
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December 8th, 2002, 11:36 PM
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Major
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Re: New Mod: The Art of War Mod
dumbluck, lots of really great things there! From now on I will keep very close tabs on your progress. Shoot if I post about what a great mod this is going to be. Maybe some outside stimulus will arrive! Nothing like that, for inspiration!  Like you actually need any.
mlmbd 
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December 17th, 2002, 12:50 PM
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Lieutenant Colonel
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Re: New Mod: The Art of War Mod
Is anyone besides mumbles following this? I could use some feedback on my "Weapons or Butter" modding (ie I think I might have been a bit too ... enthusiastic with some of the changes). I've got most of it planned out, I just need to go in and actually make the changes.
edit: One other question. Do you think I should include mQNP?
[ December 17, 2002, 10:57: Message edited by: dumbluck ]
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