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  #71  
Old February 23rd, 2004, 06:21 PM
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Default Re: New SJ mod

Don't go too overboard on planet defenses - it might cause a classic case of "realism" ruining game play.
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  #72  
Old February 23rd, 2004, 09:06 PM
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Default Re: New SJ mod

A destroyer-sized transport can carry 10% of that planet's stock, so it shouldn't be way off.
Of course, if both sides are using hordes of infantry like this, the battle would take forever.

Upgrade to tanks, and the firepower to hitpoints ratio starts climbing. Put some artillery pieces behind them, and your battles will be over quicker.

The idea is that infantry are small and cheap cannon fodder you can throw at the problem to hold off the enemy.

The same situation with Large troops gets 900k hitpoints, and dishes out up to 60k damage per turn.
The infantry-filled homeworld only deals about 5k damage.
It is the heavier (and much more expensive) units which really do the damage.

I'll probably turn up the damage factor to 100%, rather than staying with stock's 30%

[ February 23, 2004, 20:24: Message edited by: Suicide Junkie ]
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  #73  
Old February 24th, 2004, 04:50 AM
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Default Re: New SJ mod

With these kind of numbers I don't really feel the need to completely prevent ships from firing on planets.

It seems troops act as armor, though. Unfortunate, that.
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  #74  
Old February 24th, 2004, 05:47 AM

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Default Re: New SJ mod

Id set that level about 70% suicide looking at what youre proposing - also id would double the tech levels with troops you want at least 15 levels perhaps starting at 5Kt troops then 10Kt troops then 20Kt troops up to youre 900Kt make the upgrades spread out longer.

Id also like to see via SE4 updates troops being able to be put in limited numbers on uncolonized planets (just an idea to discuss) and before colonization is possible you would need to destroy them ?
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  #75  
Old February 24th, 2004, 05:00 PM
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Default Re: New SJ mod

Ok, no, not 900kt troops...
900,000 hitpoints worth of tanks that are 24kt in size each. Just 4-5 thousand tanks on the planet.
Certainly more that is practical to build in a typical game, except perhaps for a large steamroller fleet that is going around capturing planets

The infantry are 2kt each, and there were upwards of 40,000 of them on the planet.

[ February 24, 2004, 15:04: Message edited by: Suicide Junkie ]
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  #76  
Old February 25th, 2004, 02:58 AM
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Default Re: New SJ mod

I'm looking for a new PBW game. You should run a PBW test game with your mod. Perhaps 6-8 players...?
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  #77  
Old February 25th, 2004, 03:49 AM
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Default Re: New SJ mod

I don't think it'll be ready for PBW testing like that for 3-4 weeks at least.

(I've got midterms this week, and projects next week)
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  #78  
Old March 20th, 2004, 10:48 PM
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Default Re: New SJ mod

An update...
Hammered out a lot more details. Still have to grid the weapons out, but it should be playable now.

A few hours of playtesting on the way...

http://imagemodserver.mine.nu/OldPir...mads/sjmod.zip
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  #79  
Old March 21st, 2004, 05:35 AM
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Default Re: New SJ mod

Alrighty.

http://imagemodserver.mine.nu/OldPir...mads/sjmod.zip

First of all, I reccommend starting with medium tech.

The early game is much easier now, what with colony ships able to move speed 4 (5 with Propulsion experts)

Beware! Colonizers made out of 200kt ships will eat your budget like there is no tomorrow.
Get extra organics and rads extractors as soon as possible to cover your colonization bill, and don't send out too many at once.
You will want to get up to the 400kt hulls quickly. They may take longer to build, but they'll be much cheaper overall.

Also, make sure you've got supplies on your ships.
Engines don't provide any inherent storage.

Missiles have infinite range, but are relatively weak and suck down huge amounts of supply. Take care in choosing where to use them.

Point Defense:
Your only defense against missiles is a swarm of fighters (with anti-missile pods) and your armor.
Shoot down the defensive fighters with interceptors of your own. Then send in bombers to drop missiles down on the enemy ships

On ship sizes:
Remember, while bigger is better, it is also much more expensive.
Build moderate to small ships in swarms as cannon fodder, and save up a fleet of medium-large hero ships for important operations.

Don't be afraid to add armor.
1/4 of your ship is not too much.

Take care of your repair drones.
Don't leave them all on a planet where they could accidentally launch in response to an enemy scout.
Instead, store them in cargo bases, and move them to the planet when you need to launch them in large numbers.

Bases:
Use these like you would satellites. They are inexpensive to maintain, so you can fill the skies with 'em. Infinite ammo missile launchers are tempting, but remember that the enemy will be knocking on your hull before you can reload.

[ March 21, 2004, 03:36: Message edited by: Suicide Junkie ]
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  #80  
Old March 22nd, 2004, 08:57 PM
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Default Re: New SJ mod

Hey, i wasnt able to download your mod yet, but i guess its quite good. ANYWAY, can i play this mod VS AI ? If not, when will a PBW game be ready, i would like to join that one ASAP !

Go on, looking for further updates.
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