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Old November 9th, 2003, 07:50 PM

spoon spoon is offline
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Default Re: Share your opinions

Have fun modding! Here are a few quick responses:

Quote:
Originally posted by Admiral Wunderbar:

- Anti-Matter Stream Weapons. Requires Physics 4. The
Mean Gun, long range and enormous damage.

How will this be different from the Wave Motion Gun?

Quote:

- Quantum Reactor. It's no more, there's a new engine
with no supply consumption, yet you still have
to worry about supplies for your weapons or other
components. Req Propulsion 10 and Resupply 5.
Great idea!

Quote:
- Capital Ship Missile. No longer the god of weapons,
had its reaload increased and seeker speed
diminished. It's still a good weapon.
General concensus is that cap ship missiles are already too weak after the early game. I suggest beefing them up rather than toning them down. Depends greatly, of course, on what you do the Point Defense Cannons, if anything.

Quote:

- Fighters. It's now a bit more expensive to build
swarms of it.
Same here as with cap ships. Fighters are (mostly) inneffective except as a surprise tactic.

Quote:

- Mines. Damage diminished to half.
You might want to try cutting their damage by 1/10, but increase the amount you can have in a sector by 5. Just a thought...

Quote:

- Advanced Traits. Costs have been balanced out.
See PVK's balance mod for a great balancing of characteristics and traits.

Quote:

- Religious Technology. No changes, never played with it.
The Religious Talisman is viewed by many as being over-powered, though in a game with experienced players, it can be a liability since everyone will try to kill you before you research it.

Quote:

- Organic Technology. Research costs lowered, Replicant
facility improved and extended. Lost all weapons.
All the weapons? Seems extreme.
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Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
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