|
|
|
 |

January 31st, 2003, 12:45 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
Quote:
Originally posted by kirbyef:
Dumbluck...
I have been play testing AOW v0.81 in SEIV Gold v1.78 and here are the results:
- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.
|
The System Names file came straight from the Eyecandy mod. I'm too lazy to make my own...
Quote:
- Medical Bay II, III, IV and V are not special mounts like "Sick Bay".
|
I debated long and hard about making the Medical Bays be Crew Areas (maintenance reducers). In the end, I chose not to because someone could put a Medbay 1, and a Medbay 2, AND a medbay 3 etc. on a ship to get extra maintenance reductions. Since they aren't Crew Areas, they don't get the CA mount. Medbays should still be stock. I think. Did I remember to reduce their size back to stock?
Anyway, I'm prolly going to take the Crew Areas mounts out in the next Version; I don't need them anymore.
Quote:
- New Space Yards are discovered more than one at a time (got V & VI with the same research level-Space Yards II).
|
This is most likely a result of cross-referencing techs. SY 4, 5, and 6 require Space Yards 2 as well as the relevent Ship Construction tech. SY 7, 8, and 9 require SY 3 as well as the relevant Ship construction tech. If you researched Ship Construction 5 before researching SY2, you won't get new SY components/facilities.
Quote:
- AI players don't build ships.
|
From the start, this has been a Humans Only mod. The AI is (quite literally) non-existant.
ALL: Ok. Thanks again for the playtesting, guys. I appreciate the bug reports. But I have noticed a distinct abscence of comments about the balance of the new economic model. I would really appreciate some, it's where my modding ability is probably the weakest.
Hopefully, I'll have time soon to examine the data that some of the testers have sent my way. After I get that done, (barring any glaring bug fixes), I plan on starting work on the next big project for this mod: Balancing the fighters/seekers/PDC issues. Now, if work would just stop scheduling overtime.... (not that I'm complaining about the paychecks... )
|

February 1st, 2003, 02:15 AM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
DL,
Quote:
But I have noticed a distinct abscence of comments about the balance of the new economic model. I would really appreciate some, it's where my modding ability is probably the weakest.
|
What is the 'New' economic model?
mlmbd
|

February 1st, 2003, 03:06 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
Quote:
- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.
|
On the subject of systems which have both of these:
I'm in a PBW game which happens to have a Double Double 7074 and a Double Double 7073 (or some close numbers like that). It's caused heart palpitations several times when I've read log events/forum postings about the one I'm not near (but mistaken it for the one I am near). The bad part--I just figured it out not, ~100 turns into the game. 
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
|

February 2nd, 2003, 12:32 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
Mumbles, Resource procurement has been modded. For example, Resource Extractors (mineral miners, etc) now have 10 research levels. Level 1 starts at ... 375/turn IIRC. The bonus facilities (mineral scanner, Robo factory, etc) have been modded somewhat as well (mainly in price and the bonus %)
Shipyards have been modded similarly. Your starting shipyard is ... er... slow, the SY component even slower. So you can't harvest as quickly, nor can you build as quickly.
I don't recall if the Research/Intel mods made it into v0.81, but if so, their point generation and costs have been modded as well.
|

February 2nd, 2003, 03:14 PM
|
 |
Major
|
|
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
DL, oh OK! Then yes I have noticed. I have started 'Remote' mining like crazy. I have an unbelievable about of all 3 resources. I will post the amounts, with my next report. I think that after Level 3 on each resources, it should cost more! I am about ready to start Test 4, so I will be more mindful of Shipyards, Research, Intel, along with everything else that you mentioned. I had noticed, just did not make note of it.
mlmbd
|

February 2nd, 2003, 10:15 PM
|
 |
Corporal
|
|
Join Date: Oct 2002
Location: Texas
Posts: 116
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
DL -
Thanks for you responses to my findings...
1. Would it be possible for you to add AI to the game. I sure there are people out there that still enjoy a single player game.
2. I have enjoyed that mounts (and the decrease in maintenance). In Ref. to the Medical bay.... I wonder if it's possible to only allow 1 medical bay (whichever level you want) on a ship at one time, thus stopping the over use.
3. If you want I can send you a less confusing System Names List.
4. Have a good one.
KirbyEF
__________________
|

February 3rd, 2003, 01:41 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Wanted: Alpha testers for the AoW mod.
Quote:
Originally posted by kirbyef:
DL -
Thanks for you responses to my findings...
1. Would it be possible for you to add AI to the game. I sure there are people out there that still enjoy a single player game.
|
As I said before, from the very beginning of this mod, the AI was conceded. The reason was that there are things that have been and will be done that the AI just can't handle.
Quote:
2. I have enjoyed that mounts (and the decrease in maintenance). In Ref. to the Medical bay.... I wonder if it's possible to only allow 1 medical bay (whichever level you want) on a ship at one time, thus stopping the over use.
|
The problem is that the game doesn't recognize that Medbay 1 is practically the same as Medbay 2. Even when they both have the "limit one per ship" tag, the game reads this to mean that it can only have one Medbay 1 AND only one Medbay 2 AND only one Medbay 3, etc etc etc. To my knowledge, this hasn't been fixed recently.
Quote:
3. If you want I can send you a less confusing System Names List.
|
You are more than welcome to make any suggestions you wish. If you want to go to the trouble of making an Improved systemnames.txt for this mod, cool. I'll probably use it, as long as you give me a brief discription of what has been changed with the file. (and in regards to the systemnames.txt file, make sure that it has at least 500 names. I get tired of seeing the same names in every game. 500 system names gives at least SOME variety...)
Quote:
4. Have a good one.
KirbyEF
|
I'll try. 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|