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  #1  
Old November 27th, 2000, 06:40 AM

Talenn Talenn is offline
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Default Re: Mod/Extension Posted

Tampa_Gamer:

Ok, I just downloaded the file and am pouring through the contents. I've noticed a few things that I want to ask ya.

Have you actually seen the 'Stock' Races in the game research and build some of this stuff? It appears that you modified the DEFAULT research file, but I think each of the included races has their own file for this. I think the default file is only used it a racial specific one is not found in the directory.

I suppose that it would be possible to go through each races' AI files and make the necessary adjustments though. For me, I grow more hesitant to continue to diverge for the defaults as it greatly increases the workload when patches are released.

Great work though. Your stuff is very well done and I'll be adding quite a bit of it to my existing set after all.
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  #2  
Old November 27th, 2000, 01:58 PM
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Default Re: Mod/Extension Posted

Actually no, I have not modified the individual races yet. Since this is Version 1.00 I really wanted to make sure the AI changes had a thorough testing before I started tweaking them. I have some extensive plans for the specialty races to make them more like the races in MOO (I believe somebody had a discussion item about this). Some of my fondest memories of MOO were had b/c the races had so much personalty (i.e. you are exploring and expanding, perhaps trading with the humans, when all of a sudden you have first contact with the Darloks!! You knew that you had to boost your intel stats fast otherwise they would get all your tech in a few years and put you at war with the humans by blaming you for their spy actions.

But to answer your specific question, yes I did play test this with a number of neutral races involved and they seemed to use the beefed-up files much more.
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  #3  
Old November 27th, 2000, 04:26 PM
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thorfrog thorfrog is offline
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Default Re: Mod/Extension Posted

Is this compatible with patch 1.11? Will it over write what this fix corrects? Other wise excellent mod.
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  #4  
Old November 27th, 2000, 04:38 PM
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Default Re: Mod/Extension Posted

Yes, this mod was created using the "fixed" files contained in the Version 1.11 patch. In the readme.txt file contained in the zip, there is a full explanation (step-by-step) of the additions/changes made.
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Old November 27th, 2000, 04:44 PM
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Default Re: Mod/Extension Posted

Yep, it says this right in the begining of your readme.txt. Great mod. I like the bunker idea's the best.
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  #6  
Old November 27th, 2000, 09:00 PM

Psitticine Psitticine is offline
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Default Re: Mod/Extension Posted

quote:
Originally posted by Tampa_Gamer:
(2) new sound for point defense weapons (kind of sounded like someone spitting before)


Killer loogies! Killer loogies! A-ptooie!

Sorry . . . it's been a stressful weekend.


quote:
Originally posted by Tampa_Gamer:
(4) Added new applied science called "Planetary Defense" with five levels - each providing an increased level of planetary defense facilities:
- Planetary Shield (200 through 1000 shield points for planet)
- Defense Bunker Complex (+20% through +100% ground defense against troops and bombardment)
- Communications Network (+20% through +100% bonus to fleets defending the area)



Am I misremembering or aren't there planetary shields already available high up in the Shields tech area?

The bunkers are a great idea!!

quote:
Originally posted by Tampa_Gamer:
(8) Modified the "Happiness" file to make the neutral race have a few more "positive events" (I thought their population was entirely too hard to keep happy)
- Increase happiness if win battles
- Increase happiness slightly if have ships in area
- Increase happiness slightly if construct new ships/facilities
- Neutral effect if new colonies created



True. And even if you are devotely neutral, knowing the military just won instead of lost really should be a Good Thing!

quote:
Originally posted by Tampa_Gamer:
(14) Added an additional ability to Medical Bay Components so that they provide a small amount of research points at each level (on the theory that the vessel containing the component is serving as a research ship type concept - since they are providing medical assistance to different species around the galaxy)

(15) Added an additional ability to 5 types of sensors so that they provide a small amount of intelligence points at each level (on the theory that they are actually providing real-time intel) including: Tachyon, Hyper, Psychic, Temporal and Gravitic)



Ooo, awesome ideas there! Very logical in concept and definitely expands the options! Very cool!
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  #7  
Old November 27th, 2000, 09:10 PM

Ebonyknight Ebonyknight is offline
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Default Re: Mod/Extension Posted

<One other suggestion I will make is to either 1) allow the smaller hulls (ES,FG,DS) to hold more engines or 2) to have later hulls up the tech tree be able to do so (same size as the ES,FG,DS, just less restrictive on engines). The problem with the latter is that it trips up the AI into building smaller ships again as they are higher tech.

I've gone with option one and increased the engine allowance on alot of these small hulls. Its given them far more longevity in the game. They are good for scouting and quick reaction/raiding forces. In battle, they can race ahead and pound with missiles or else be able to shoot and scoot with relative impunity. Its really caused me to rethink the idea that bigger is always better in the later stages of the game. >

I like this and it makes sense. Mind telling me where and how to change it? The AI apparently doesn't like cruisers. I likes the CLs. I guess I agree with it when cruisers only get 4 MPs...why is that? I had five engines. Anyway...
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