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February 27th, 2008, 10:09 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
What you describe is just a large ship with fewer engines and more combat oriented components. You can easily design such a ship now without the adding a new hull type.
The hull names in SE5 are really just descriptions to generally let the player know the approximately ship size and not necessarily its role.
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February 27th, 2008, 10:29 PM
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Corporal
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Join Date: Nov 2003
Location: New Jersey
Posts: 144
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Re: Balance Mod
Let's say I would like to make a ship larger than the Jaugernaut class { 2000 kt } , how would I go about doing that ?
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February 28th, 2008, 01:28 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
The biggest ship in the Balance Mod is the Baseship, which tops out at 1800kT. It fits most of your conditions - it's big and slow. Rather than add a new entry though, you can just modify the size of that one. The entry is in VehicleSizes.txt found in the data folder. Perhaps start it at 2000 and let it increase at 200 per level as shown below. That's 2000 to 3000 over its 6 tech levels.
Example:
Tonnage Space Formula := 2000 + (([%Level%] - 1) * 200)
Tonnage Structure Formula := 2000 + (([%Level%] - 1) * 200)
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February 28th, 2008, 12:41 PM
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Corporal
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Join Date: Nov 2003
Location: New Jersey
Posts: 144
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Re: Balance Mod
Thank you
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March 2nd, 2008, 05:29 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Balance Mod
When do you think the save game breaker version will come out?. I have a BM game starting in a month or so. I thought I'd mention the next version if it was coming out around that time.
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March 2nd, 2008, 11:17 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
About a month or so.
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March 6th, 2008, 07:13 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod
Restarted with BM 1.14 recently and have got some amazing ferocity out of an AI opponent that I met early in the game (just reached 100 turns yesterday). The Sergetti. There is still a tendency to produce fighters without weapons. If not for this, they would be even more dangerous. Say, were the Sergetti a "crystalline tech" race in stock? I don't think so. But anyway, they are fighting with amazing focus for an AI. I've had a half-dozen fully assembled fleets thrown at me in about 20 turns. If not for micro-management of combat I'd have been clobbered because my own empire was really not prepared for the war. Eventually I hope my superior strategic planning skills will let me win, but I made the mistake of giving the AI a "low" bonus at setup. I'm only just barely #1 in the score rankings right now. We shall see...
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March 6th, 2008, 08:02 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
That's good to hear. Is this an AI team game?
The Sergetti are crystalline in stock as well.
There's a couple of fighter bomber designs that are having trouble sticking Small Rocket Pods due to lack space, which is behind the weaponless fighters.
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March 6th, 2008, 09:15 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Balance Mod
Cutting armor, 1 engine and a ordinance slot allows for a small rocket pod.
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March 7th, 2008, 03:34 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Balance Mod
Nope, just a standard single-player game. I sure wish that the suggestion for the AI to give the reason for their anger had been implemented. I've got several allies and some of them are getting annoyed at me, but I can't figure out why.
The Sergetti have apparently been nasty all around, though, because they are in many wars. This has relieved the pressure on me and my empire is building strength as fast as I can figure out how to do it. Soon, I will go on the attack and probably take the Sergetti homeworld first because it's so close (victory condition for this game is 'destroy all homeworlds).
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