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Wade said:
Thankyou all for the information. I probably would appreciate some aspects of some of the mods. I just can't bring myself to commit to them . Like I said, I've always found reason behind the designers "plan" in many games. Aside from the AI some times. Later I may consider the TDM Modpack and more races such as AtrocitiesRaces.
Not to be rude but just to state my opinion in response to yours; I want to comment on some of the mods.
I'm not sure yet what a Quantum Reactor-type component is (Space-Time Engine?) but Malfador must have thought it had it's place.
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Quantum Reactor-type comps are components (like the actual Quantum Reactor in stock) that give the ship infinite supplies, e.g. it never needs to refuel. In stock this component is much too easy to research and much too cheap to build (1k mins if memory serves), especially once you factor in the unbalancing effect this component has, as it eliminates the need for resupply depots, allows ships to keep moving endlessly, allows ships to spend an infinite amount of time under cloak etc. In the middle/late game, it's all too easy to spare just 20kT(!) so you can have a QR.
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A nuclear weapon (and many other technologies)is a huge imbalance in real life if the other does not have it but thats how a technology race works.
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I'm not sure what you mean by this, but I assume you thought the QR was a weapon..... Anyway, my comment on this is; yes, they
are "imbalancing" but at least you have a
reason not to use nuclear weapons. There is no reason not to use QRs, especially if everyone else (or even just one other person) uses them, as there is no "counter" (e.g. in the case of nukes, these would be anti-ballistic missiles, airborne lasers, SDI defence etc.) and no disadvantages to using them (i.e. no land is made uninhabitable for tens of thousands of years).
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Nations are working on defenses to this. Is there a stock balancer tech to Quantum Reactor; or is it just be equivalent in technology? Many nations in real life did not like not having nuclear technology so they too researched it.(Yes, I know it's just a game.)
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See above.
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How effective fighters and missiles are in the far future is arguable.
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Agreed, but this game isn't about realism; it's about strategy. And why wouldn't you use fighters in the far future? I mean, they're small, and you can deploy lots of them..... At the very least they can be annoying, withering away defences. At the very best..... well, just see Star Wars or Battlestar Galactica or somesuch. I'm not saying these
are displays of what's likely for the future; I'm just saying that fighters and fighter-to-ship combat are widely-used elements in science fiction, and all those writers can't all be horribly wrong? (Damn, I'm ranting again..... I hope you get my point despite all the rubbish.)
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The space available on these transports is arguable.
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Oh, yeah..... which is precisely why two Capital Ship Missiles take up as much room as several
million people.
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In the stock race creation there is already options (although simplified) for regular tech, organic tech, and mechanoids.
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These are more than simplified; these are only additions. Organic tech gives you organic armor, seeker parasites and so on. Mechanoids make you immune to plagues. Right. In Adamant, you are not just a race with Organic Manipulation tech, you
are an organic race, using living, sentient starships, etc. (I kinda forgot the rest. Sorry Fyron.) Machines are currently under construction, but from what I've heard, they are quite different from the rest of the types (which are in turn quite different from the rest), unlike in stock.
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Homeworlds already start with a good infrustructure.
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Mines, farms, refineries and research centers lvl I is
not what I'd call good, well-established, long-standing infrastructure, especially since you can build a far better infrastructure on a huge planet with a breathable atmosphere, and spend only a few years building the stuff. Proportions places Cultural Centers on your homeworld, which provide immense bonuses and cannot be built anywhere else - unless, that is, you want to spend more than two hundred years doing so, which is much more than it's worth once you've built the ruddy thing.
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"Least refined" is an opinion.
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Agreed, but opinions come dangerously close to facts if they're shared by the majority of people.
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"Rock, paper, scissors" reminds me of Galactic Civilizations 2. An alright game but not the ultimate.
I didn't get this game for "fantasy". There are many other games for that. (Well I got it for science fiction "fantasy".)
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Agreed, but this is an
option; nobody is
forcing you to download and play that mod, it's entirely up to you what you do.
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But those are just my opinions and I'm just a newbie to you all.
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That's all right, a little fresh blood every once in a while keeps us all young and fresh, and prevents us from becoming grumpy old SE freaks
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But, again, I'm gonna play awhile and then consider AI improvement and more races.
-Wade
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Like SJ said, the TDM Mod is the best choice for AI. As for more races, well, there are a lot of sites out there that host a total of hundreds (thousands?) of different shipsets, so you'll find at least a few to your liking.
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Oh, and I really suggest that you try your hand at modding. I was just now playing my first game of SE in some time, using stock 1.94, and I immediately had the urge to go and put in stuff I liked or edited or removed stuff I didn't like. I
really think you should try modding

(I would also suggest you download the SE4Modder, if you can find it - I'm using it and I much prefer it over plodding through text files using Metapad, especially where formations, strategies and tech (inter)dependencies are concerned)