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August 1st, 2002, 04:30 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Krsqk System Mod
Actually (letting a secret out of the bag)--most of these systems are randomly generated. I don't mind the lack of the R-word, and it definitely makes crystalline races more effective. Nonetheless, I'm going to hand-sort through all the systems and tweak them some more.
What did you use to randomly generate them?
With the exception of Proportions-style economics, any discrepancy can be quickly made up with aggressive colonization. Hitting a couple roomier planets while your opponent hits more restrictive ones evens out the difference. I won't even drag in the hated R-word to defend myself.
I like realism.  But sometimes, realism must be sacrificed for game playability. In some situations, aggressive colonization can help, but not all. What about times when 1 player gets large homeworld(s) and has large planets around them, and the other player gets small homeworld(s) and has small planets around them?
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August 1st, 2002, 04:58 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
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Re: Krsqk System Mod
What did you use to randomly generate them?
I created a VB program which spit out its results in a text box. Nothing fancy.
I like realism. But sometimes, realism must be sacrificed for game playability. In some situations, aggressive colonization can help, but not all. What about times when 1 player gets large homeworld(s) and has large planets around them, and the other player gets small homeworld(s) and has small planets around them?
I see no workaround for this right now. If you could specify non-standard planet sizes in SystemTypes.txt, then you could ensure a nearly even mix of each type. As it stands now, you can only call the standard Tiny, Small, Medium, Large, and Huge types. Thus, all the moons in this mod are the same size.
I do understand the possible game balance problems. In my experience, this hasn't been a problem--the various sizes have been reasonably distributed. Against the AI, any extra challenge is welcome.  In a humans only game, it would be more of a problem.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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August 1st, 2002, 05:14 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Krsqk System Mod
If you could specify non-standard planet sizes in SystemTypes.txt, then you could ensure a nearly even mix of each type. As it stands now, you can only call the standard Tiny, Small, Medium, Large, and Huge types. Thus, all the moons in this mod are the same size.
Well that sucks. I just tested it, and it makes null planets. 
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August 1st, 2002, 05:20 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Krsqk System Mod
Version 1.1 is now released. Changes includes:
-Tweaks to frequency of multiple-star systems
-Updated planet abilities
-AI friendly quadrant types which exclude black hole and random-movement systems
Get it from my sig.
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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