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August 4th, 2004, 12:14 AM
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National Security Advisor
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Re: PBW PvK Proportions Game #2
Posting to update status here. I'm a bit behind schedule. I've made a bunch of new stuff, hopefully all likable. I have a bit more to do before it is ready to run, so I need to keep myself from doing more and more. I have too long a list of things I'd like to do, but it takes much longer than I'd like to actually get the right numbers figured out and entered.
To throw out a bone, here is what I've done so far:
code:
Version 3.0:
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New Additions:
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* Added a 250 kT warship hull, called Frigate. Old Frigate renamed Corvette.
* Added a 350 kT Heavy Destroyer.
* Added a 600 kT Heavy Cruiser.
* Added a 1300 kT Heavy Dreadnought.
* Added an Express Transport (uses Tiny Transport graphic).
* Added a Huge Troop.
* Added a Large Space Station (1000 kT).
* Added a 2500 kT Large Battle Station (uses War Station graphic).
* Added a Large Starbase (3000 kT).
* Added a Massive Starbase (5000 kT).
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Gameplay Changes:
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* Reduced costs of armored plating.
* Added boarding defense strength to bridge components.
* Fleshed out Crew Quarters components with levels and abilities.
* Reduced combat penalties of computer control components.
* Extended Master Computers to tech level 10.
* Branched and extended Organic Armor technology into two types.
* Increased costs of higher-tech Gestation Vats, Medical Labs,
Climate Control Facilities, Events Predictors, Temporal Vacation
Services, Training Facilities, Crystalline Restructuring Plants,
Energy Transmission Lenses, Resource Storage, Cargo Facilities,
Mineral Scanners, Eco - Farms, Radioactives Colliders, Robotoid
Factories, Computer Complexes, Citizen Databanks, Shrines, Resource
Converters, and Ultra - Recyclers.
* Increased unhappiness from Citizen Databanks.
* Reduced effect and massively increased costs of Replicant Centers.
* Added an unhappiness effect to Replicant Centers.
* Added five more levels of Planetary Gravitational Shield Facilities
and four more levels of System Gravitational Shield Facilities and a
new tech area for them, making them available much earlier but at a
steep price.
* Massively increased costs of Value Improvement Plants and Atmospheric
Modification Plants.
* Slowed the effect of Atmospheric Modification Plants.
* Per Dogscoff's suggestion, made Resource Converters require Physics
and Biology as well as Chemistry. Also made it a deeper tree that
starts out less efficiently.
* Also per Dogscoff's suggestion, added Construction as a requirement
for Ultra - Recyclers.
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Construction Yard Changes:
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* Reduced organic construction rate of ship/base spaceyards by 9/10.
* Reduced radioactives construction rate of ship/base spaceyards by half.
* Added base spaceyards (Orbital Space Yard Facilities) with higher
organic construction rates, but these have high organics costs.
* Increased organics costs of colony modules from 2000 to 6000. This
doesn't change their construction rate much except on the new ship-based
spaceyards. This makes it impractical to use space-yard ships to
build colony ships at or near their destinations, instead of having
to send colony ships long distances under their own power.
* Extended Ship Yard facilities and components to 15 levels each.
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Economic Changes:
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* Raised infantry and crewed unit organics costs from 0-10 to ~25-35.
* Added 1 rad cost per kT tonnage to mechanical ground units.
* Added org costs to crew quarters.
* Added rad costs to bridge components.
* Added rad and increased other costs to Weapon Platform Command Centers.
* Increased capacity of Resource Storage facilities.
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Cosmetic:
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* Added some new system names.
* Removed all the now-unneeded Inaccessible Technology leftovers.
Stuff I really wanted to do, but haven't gotten to yet, include:
* Adjusting the starting empire costs.
* Reworking fighters at least a bit.
* Reworking mines at least a bit.
PvK
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August 4th, 2004, 12:39 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: PBW PvK Proportions Game #2
Quote:
* Added an unhappiness effect to Replicant Centers.
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What sort of unhappiness effect? Build a UPC with ability 1, and it completely cancels out a negative happiness ability in the system... EDIT: Ok scratch that... upon testing, it seems as the abilities are working correctly in 1.91. Been a while since I played around with them... They (two facilities with planet happiness ability) even seem to be stacking now! Just make sure to note that a negative value for Planet - Change Population Happiness decreases anger levels and a postive value increases anger levels, which is exactly opposite of the system happiness ability.
Quote:
* Increased organics costs of colony modules from 2000 to 6000. This
doesn't change their construction rate much except on the new ship-based
spaceyards. This makes it impractical to use space-yard ships to
build colony ships at or near their destinations, instead of having
to send colony ships long distances under their own power.
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Ah...
[ August 04, 2004, 00:33: Message edited by: Imperator Fyron ]
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August 4th, 2004, 12:40 AM
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Lieutenant Colonel
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Re: PBW PvK Proportions Game #2
That all sounds sensible to me. Did you come to a decision on the space-borne resource generation ideas?
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August 4th, 2004, 01:46 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: PBW PvK Proportions Game #2
Thanks for the tip about the backwards happiness values, Fyron!
AlarikF, no, I have a sketch for the extraplanetary generators, but I haven't gotten to them yet. I figure I should do what I need to for a good stable Version to start the proposed game with, or else I'll be adding stuff for a long time without starting the game.
PvK
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August 4th, 2004, 02:09 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: PBW PvK Proportions Game #2
Further info. A negative value for the ability Change Population Happiness - System never works.  Only the planet one can cause anger to rise.
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August 4th, 2004, 02:44 AM
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Lieutenant Colonel
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Re: PBW PvK Proportions Game #2
yeah, I agree that for a change that could have far-reaching consequences, stability & testing are important...yet they remain an intriguing idea, and one that would likely not be viable until one reaches moderate levels of tech. Might I humbly suggest then that you have whatever placeholders you need to allow the players in the game to upgrade to a new Proportions mod that has them implemented once they are stable and tested sufficiently? Ie: players probably won't have them available for a while *anyways* so make the game "upgradeable" so the mod with the extraplanetary generators and the game can dovetail? Did that make sense? (and, I hope this doesn't sound like "preaching" - heck, I wouldn't know my ar** end around modding, and nobody likes a smarta**, so please do take this as a suggestion from an ardent fan of the mod...)
Meeps!
Alarik
Quote:
Originally posted by PvK:
AlarikF, no, I have a sketch for the extraplanetary generators, but I haven't gotten to them yet. I figure I should do what I need to for a good stable Version to start the proposed game with, or else I'll be adding stuff for a long time without starting the game.
PvK
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August 4th, 2004, 07:23 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: PBW PvK Proportions Game #2
Thanks again Fyron, and yeah, sigh, ah well, at least one of the two values works backwards. I think maybe I tested that way back when I put the planet unhappiness on the system fac in the older Version, and then like so many details, I forgot it. Of course, lots of little things changed with each Version of the game, so it's really nice to have a current report about it.
AlarikF, yes, it will be possible to add some things as the game goes on, as long as the players agree to add them.
PvK
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