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December 21st, 2004, 02:43 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Just edit the designcreation files and allow them to pack 1-2 antiplanet bombs and everything will be okay, as long as massive shield values for facilites are tweaked 
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December 21st, 2004, 05:11 PM
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Shrapnel Fanatic
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Quote:
Ragnarok-X said:
Just edit the designcreation files and allow them to pack 1-2 antiplanet bombs and everything will be okay, as long as massive shield values for facilites are tweaked
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They have no anti-planet bombs... Remember, they have a separate "paradigm," the space monster racial traits...
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December 21st, 2004, 06:07 PM
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Major General
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Join Date: Jan 2004
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Yeah i know, but it wouldnt be a problem to create a new weapon, antiplanet bomb or acid or whatever at the bottom of the research file, with prerequisites only be "monster race" trait  .
I prefer a more stock game though, no monsters, just a few empires fighting it out.
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December 21st, 2004, 06:11 PM
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Shrapnel Fanatic
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
So we are in agreement then... monsters need reworking. 
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December 21st, 2004, 11:39 PM
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Sergeant
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Even as fun as "The Galactic Invasion" is I would prefer just a normal beatdown as well.
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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December 21st, 2004, 11:50 PM
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Sergeant
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Yes. Plus, I don't want to play a nomadic race anymore. Seesh, how the hell do they expand. Without being able to colonize planets, they're hopelessly outclassed in expansion -- what do you do if an enemy colonizer just walks into your system and plants a planet right below your remote mining sats? Simple, nothing.
Maybe there is a correct way to play a nomadic race -- they seem suited to the "turtling" style to me, but they turtle really crappily. If you turtle, the point is supposed to be focusing your resources on research and gathering a lot of ships. The gathering a lot of ships could work, except as tech gets uped those dozens of old ships with ultra-recycler node become useless. And research, oh boy, building a research outpost takes two turns and you can't even mount an ultra-recycler node on one meaning that building a viable research program means tons of maintainence. IMO, research outPosts should take 1% maintainence by default. Ragnarok suggested to me that I use mining satellites, well that's a good idea but not nearly enough as everybody's mining facilities are better than mining sats and far easier to setup. Nomadic race should have their own ultra-effective remote mining components to make up for this.
Nomadic race is definitely for expert players, and I'm not sure even an expert player could keep up. IMO it should be tweaked so that research outPosts have 1% maintainence, and the ultra-recycler node component should be smaller. If it was smaller, you could put it on research outPosts. I took massive bonuses on construction, and on emergency build on a homeworld it still takes two turns to make a research outpost.
Brian
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December 21st, 2004, 11:58 PM
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Shrapnel Fanatic
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Re: New Game : Adamant Mod 15.02 10 Planet Small G
Nomads have to use diplomacy... They are not meant to expand as normal races do. They are definitely not meant for a purely competitive game. They make excellent merchant empires. Imagine the value of buying a fleet of practically maintenance-free ships... SuicideJunkie, the creator of Nomads, is fond of taking all of the racial tech traits and making ships for sale using lots of fancy gadgets...
And research, oh boy, building a research outpost takes two turns and you can't even mount an ultra-recycler node on one meaning that building a viable research program means tons of maintainence.
They aren't supposed to use research outPosts, actually... Instead, use Research Teams on ships (I forget whether they are mountable on bases or not). In future Versions, the research outpost is not available to Nomads.
Ragnarok suggested to me that I use mining satellites, well that's a good idea but not nearly enough as everybody's mining facilities are better than mining sats and far easier to setup. Nomadic race should have their own ultra-effective remote mining components to make up for this.
They do. Make mining ships or bases with an ultra recyler node... practically all profit.
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