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  #1  
Old December 19th, 2004, 05:59 PM
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Default Re: Pointer Mod

The tech costs are not set yet, but some of the techs will be more expensive than others. Construction will be cheap early on, so the race you play will have access to a wide variety of strategic options right away, but many of the other techs will be expensive enough to work for.

Obvious expensive techs are some of the capital ship hulls, and weapons like Phasers, Turbolasers, and Megascale Engineering.

But some less obvious conceptual tech levels will be higher as well like "Propulsion" or "Torpedo Weapons". Those have very few levels (Torpedo Weapons only has one), but open up greater options for tech branches that have already been researched.

For example, researching Propulsion by itself gives you nothing, but once you have progressed up the Plasma Technology branch, Plasma Engines require Propulsion level 2.

I haven't messed with the "Raise Level" option yet. That would change the research speed of various techs. I've designed the tech tree so that researching everything in a single game will be next to impossible. Research in some techs should go slightly slower than the stock game, but a few of the main brances are a little cheaper so while the research might be slower, the pace of the game seems faster.
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Old December 20th, 2004, 04:56 AM
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Default Re: Pointer Mod

Thanks for the answer Urendi.
I hope the mod will be available soon.

I was busy making my own mod, but due to graduation and the limitations of SE IV I stopped all work on it.
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  #3  
Old January 4th, 2005, 01:17 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

I guess there's a lot of little things I've done in this mod, but only two main things:

1. The Tech Tree
It's totally redesigned. Whatever combinations of techs an empire researches better affects the way that empire will play the game.

Physics gives bigger guns, faster engines. Construction gives you your ship hulls and will eventually yield Megascale engineering (for orbital towers, ringworlds, space habs, and that kind of stuff). Economics research gives greater production capacity, but is a greater drain on your empire's economy if managed poorly. Psychology/Sociology and Biology/Chemistry allow you to manage population better and help you secure your empire. (Unless you're a Psychic or Organic race. Then you'll find all your cool technologies there)

Some research is almost indispensable. Every race will probably want to research Construction till they get at least cruisers and Physics till they get Nukes. You can go without these techs, but you'll have a slower time expanding
and a hard time defending against an enemiy's fully-loaded Nuclear Missile Cruiser.

I've incorporated things from books, movies and tv shows that I would like to have seen in the game and plugged them into the tech tree where they would work the best. The most famous are probably the Phasers and the Superlasers, but I'm particularly fond of the Psychohistory facilities.


2. Ship Design
Propulsion:
I originally just wanted something better than the QNP propulsion system. I liked the mQNP idea, but it had limitations too. So I decided to combine them into a hybrid system.

I wanted ship designs to devote a large percentage of their tonnage to vital systems. As it stands now ships using Construction Level 1 mounts will give a little over 50% of their hull space to engines, bridge, CQ, Life Support and supply components. Miniaturization is included in the mounts as a race researches up the construction tree.

Engines per Move = (Ship kT * 2 / 1000) > 0
Engine mount reduction = (Ship Kt / 10) - Miniaturization Level

Using this system means that capital ships (Cruisers, Dreads, Battleships) have much more useable space than smaller ships and can pack more of a punch in battle.

This also makes Stations and Satellites more valuable because they don't have to use up that 50% and can devote 100% to weapons or whatever.

The system isn't perfect *yet*. Right now a 200kT Frigate has about 10kT less useable space than a 150kT Escort. A minor adjustment, but everything else is fine.

--------------------------------------------------------

As for the little things, they're too numerous to count.

I increased the value of electronics by making them really small. (as they should be)

Military Science gives you some interesting tactical weapons like the Seeker Decoy and Chaff and also opens up new weapon types.

As I've built the mod new things keep appearing automatically. For example there appear to be four distinct types of direct-fire weapons:

* Heavy weapons: MAC gun, Superlaser, Reflex Cannon, Grav Lance, Ion Cannon, Disintegrator, Graviton Hellbore
* Medium Weapons: Phaser, Disruptor, Turbolaser, Antiproton Cannon, Fusion Beam Cannon, Plasma Cannon
* Light Weapons: Laser, Railgun, Meson Cannon, Graser Cannon, Plasma BLaster
* Torpedo Weapons: Plasma, Gravimetric, Antimatter, Subspace, Quantum

They're all good at different things. I didn't plan them that way, they just came out that way. It's like I'm not the only one working on this mod. Weird.

It's a long summary I know, but I was on a roll. I hope this answers some of your questions.
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Old January 10th, 2005, 02:56 PM
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Default Re: Pointer Mod

Latest Updates:
I've moved to New York and I'm busy scouting the city for work. Never fear though. Work progresses on the Mod. Facility.txt is now complete. AI is a little better, but modding them is a little more time-consuming than modding the data files.

1/8/05
changed resource usage on commercial facilities
removed Cloning Center facility (duplicate of Gestation Vats)
added Gestation Vats II-V
added Replicant Center II-V
added Commercial Ecology Center II-V
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Old January 12th, 2005, 06:58 PM
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Default Re: Pointer Mod

Here's the latest Version

Updates: Filled in a few blanks and added in a few of the things I've been planning. I've totally fixed the hull sizes. Now there's a reason to actually build 200kt frigates instead of 150kt escorts.

To do: Still gotta get the AI up and running. Seems like once I fix one problem another one comes creeping up on me. There's one success though: the AI will design Scout ships with normal engines and supply components and then design them with Light Sails and Solar Arrays when they become available.

I tried doing the same thing with Transports and Colony Ships, but it just adds a wierd number of Cargo Bays and colony components instead. Maybe one of you guys can figurte it out.

Updates list:
1/12/05
added One Per Vehicle restriction to Stasis Field
added Launch Rail II-V
added Hyperspace Jump Gate II-V
added Hyperjump Drive Initiator II-V
added Hyperjump Drive Terminator II-V
added Ion Cannon II-V
added Grav Lance II-V
added Planetary Mass Driver II-V
added Reflex Missile II-V
added Reflex Warhead II-V
added Orbital Foundry I-V
added Orbital Refinery I-V
added Orbital Hydroponics I-V
increased Minerals Extraction tech area to 8
increased Radioactives Extraction tech area to 8
removed Resource Extraction tech area (no longer used)
added Orbital Academy I-V

1/11/05
added Hyperspace Jump Gate I (for B5 style propulsion)
added Hyperjump Drive Initiator I
added Hyperjump Drive Terminator I
added Planetary Mass Driver I
added Launch Rail I
increased cargo capacity of Rider Bay
increased cargo capacity of Cargo Bay
added Garbage tech area
fixed Transwarp Engine roman numerals
fixed ship hull sizes


Edit: corrected bad download
Attached Files
File Type: zip 323748-Pointer Mod.zip (304.6 KB, 65 views)
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  #6  
Old January 12th, 2005, 07:57 PM
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Default Re: Pointer Mod

Any chance of an upcoming PBW test game?
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  #7  
Old January 13th, 2005, 05:08 PM
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Default Re: Pointer Mod

That's something I'd really like to do. I'll see what I can put together. Bear in mind that I've never used PBW before and I don't have a constant conection to the internet, so the game might go a little slow. I actually use various free wireless access points around the city.

It'll be good to see what real people can do with this mod. It'll be a welcome change from the AI, who are only effective at making you pull your own hair out by the roots.
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  #8  
Old January 14th, 2005, 08:01 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

AI success!!

The AI is now puttering aroung the galaxy, exploring, and doing what the AI does. They handle resources poorly and their tactical prowess is atrocious, but they work.

Although for some reason they insist on putting Scout Infantry on all their ships. That's a troop component. I have no idea why they do that. Another day, another problem.
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