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July 7th, 2003, 06:47 AM
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Shrapnel Fanatic
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Re: Comments on Combined Mods with Additional Enhancements
Wave Motion gun should have about 10-12 range considering the SE3 conVersion ratios.
Anti - Matter Torpedo radioactives cost tripled.
Torpedoes are already quite poor weapons. I reccommend adding a 15-25% accuracy bonus to make them worth using in some situations. (When you otherwise have <30% accuracy or so)
Making the large hulls so much more expensive will hurt the AIs.
They tend to go with the biggest hull available, though some TDM AIs go with battlecruisers and Battleships even in the end game.
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July 7th, 2003, 07:11 AM
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Shrapnel Fanatic
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Re: Comments on Combined Mods with Additional Enhancements
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In order to make for a more challenging single player game I have combined the TDM-ModPack 3.30 and Fyron's Quadrant Mod Standard 1.18
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Any particular reason why you went with Standard instead of Deluxe?
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I may also change Fyron's SystemTypes.txt to have systems with both fewer and greater planets and possibly less asteroids overall.
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They run from 1 to 12 "planets" (ie: the actual planets, not moons) already. You can nearly accomplish this just by tweaking the system distribution in SystemTypes.txt. You will of course have to add new systems to get ones with even more planets. I think there are plenty of planets already though.
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Making the large hulls so much more expensive will hurt the AIs.
They tend to go with the biggest hull available, though some TDM AIs go with battlecruisers and Battleships even in the end game.
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This is accomplished just by using the Max Tonnage settings in the AI construction/design files (I forget which).
[ July 07, 2003, 06:15: Message edited by: Imperator Fyron ]
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July 7th, 2003, 05:35 PM
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Shrapnel Fanatic
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Re: Comments on Combined Mods with Additional Enhancements
welcome to the Boards.
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July 7th, 2003, 08:29 PM
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Private
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Re: Comments on Combined Mods with Additional Enhancements
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Any particular reason why you went with Standard instead of Deluxe?
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I didn't want to fool around with the images enhancement required by FQM Deluxe. However, if the Deluxe warrants the extra work then I'll look into it.
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Making the large hulls so much more expensive will hurt the AIs. They tend to go with the biggest hull available, though some TDM AIs go with battlecruisers and Battleships even in the end game.
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I assume you mean the AI will be inhibited since it will want to build bigger hulls but not be able to field as many ships due to higher construction and maintenance costs. Or, will the AI be perpetually running a deficit economy since the AI engine and text rules don't compensate for such an increase?
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I think there are plenty of planets already though.
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My biggest concern about FQM is the "excessive" number of asteroid belts within most of the systems. Since an asteroid belt in reality, and in the game, could represent the remants of a crushed planet, then having dozens of asteroid belts in a system seems excessive. Also, since I heavily research the stellar manipulation tree, I would have super systems consisting of dozens of planets... could be a good thing, but it would allow me to dominate much too easily.
Yes, I have considered not even allowing the stellar manipulation and planet utilization trees to make for a harder game. At the very least, I would not allow atmospheric coVersion...
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Torpedoes are already quite poor weapons. I reccommend adding a 15-25% accuracy bonus to make them worth using in some situations.
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I have been dismayed by the meager capabilities of the torpedo weapons. (This is my Star Trek bias.) I may consider 'upping' them a little more.
-Chris
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July 7th, 2003, 08:40 PM
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Shrapnel Fanatic
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Re: Comments on Combined Mods with Additional Enhancements
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I didn't want to fool around with the images enhancement required by FQM Deluxe. However, if the Deluxe warrants the extra work then I'll look into it.
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All you have to do is install the image mod and then use the SectType.txt file in FQM Deluxe (and possibly the PlanetSize.txt file for definitions of several new planet sizes), and you will get all of the new images working without a hitch. I personally think it is worth it, as then you get possibly 2-3 times as many different planet images, and so there is a bit less repetition and the maps look nicer.
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My biggest concern about FQM is the "excessive" number of asteroid belts within most of the systems.
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In FQM, there is just one "belt" in the system. Each sector of asteroids is not a belt, just part of the big belt. Having the asteroids go in a ring around the star is more realistic than just a "belt" in a random sector. Also, I lowered the max value of asteroid belts to 200 instead of 300, so there are not as many extra resources. Remote Mining can become much more productive with the large number of asteroids too, as there is much more to mine.
One solution could be to make all the asteroids Tiny, so you can only get Tiny planets form them, and it is not quite as excessive. Hmm... I think I might have to do that in the next Version of FQM (at least for the systems with rings of asteroids). 
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July 7th, 2003, 09:24 PM
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Shrapnel Fanatic
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Re: Comments on Combined Mods with Additional Enhancements
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One solution could be to make all the asteroids Tiny, so you can only get Tiny planets form them, and it is not quite as excessive. Hmm... I think I might have to do that in the next Version of FQM (at least for the systems with rings of asteroids).
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Ok, scratch that idea. Calling for specific sized asteroids in SystemTypes.txt makes null asteroids (no pic, no type, no size, buggy). 
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July 7th, 2003, 09:32 PM
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Colonel
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Re: Comments on Combined Mods with Additional Enhancements
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Originally posted by Imperator Fyron:
Having the asteroids go in a ring around the star is more realistic than just a "belt" in a random sector.
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I had always thought each sector represented it's own orbit or orbital group, that the two-dimensional system grid represented not the two-dimensional plane of a stellar system but various, different, and necessarily undefined aspects of the paths of moving bodies within that system. I believe something like this is the only way to look at that sector grid and apply the word 'realistic' to it.
This is far more reasonable, really, than any 'realistic' alternative. Despite the number-crunching power each of us represent (we play this game, after all) I doubt more than a score of individuals on this board are capable of plotting a useful orbit in a measly three-body system. I'd venture one of that twenty may think of plotting that orbit as an enjoyable pastime, maybe.
This seems to be supported by the way a one-sector asteroid-object brazenly is labeled a 'belt'. Storms, I'd suspect, would also spread themselves out along an orbital path, rather than holding together, body-like.
FQM is one of my Favorites. I just think the application the word 'realistic' to this portion of this is subject to dispute.
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