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June 20th, 2007, 04:38 PM
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Sergeant
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Re: Kwok\'s next Mod
Quote:
aegisx said:
I would also like to see planets use more resources. Currently, they really do not require much to maintain, which fuels rapid expansion.
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That is a tough one to balance slow developement versus fun in playing. If it takes forever for the game to get going you could find MANY people quitting the game for greener pastures.
I too like the build up process, but we gotta find a happy medium. I think all that is handled well with the research cost selection on the game set up along with planets and values, etc.
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June 20th, 2007, 06:53 PM
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Second Lieutenant
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Re: Kwok\'s next Mod
Romulus68:
You should know how fast people can expand and abuse the system... Just ask Grend in our game. There is no stopping his expansion, unless everyone else expands the same way.
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June 21st, 2007, 12:50 AM
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Shrapnel Fanatic
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Re: Kwok\'s next Mod
Well, expansion is sort of the point of the game.
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June 21st, 2007, 01:23 AM
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Shrapnel Fanatic
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Re: Kwok\'s next Mod
Any idea of how long it will take before you have a playable version of this mod CK?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 21st, 2007, 08:41 AM
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National Security Advisor
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Re: Kwok\'s next Mod
Quote:
Atrocities said:
Any idea of how long it will take before you have a playable version of this mod CK?
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Not sure exactly. I've started editing the data files and making the revised tech tree, but it's going to take a bit of work to implement an AI-sensitive version of the leaky armor.
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June 21st, 2007, 07:53 AM
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Second Lieutenant
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Re: Kwok\'s next Mod
Quote:
narf poit chez BOOM said:
Well, expansion is sort of the point of the game.
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I agree, but I think establishing a new colony should be a decision, not a necessity. Grend posted an expansion guide on se.com, and I've seen him do it in several games. It is very effective and there is nothing to hold back the massive expansion. I just think there should be more expense to establishing a new colony.
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June 21st, 2007, 11:41 AM
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Shrapnel Fanatic
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Re: Kwok\'s next Mod
aegisx said:
"I agree, but I think establishing a new colony should be a decision, not a necessity."
It's not entirely clear to me why nerfing one of the Xs of a 4X game is a good thing. Civ4 did it, and it sucked; probably the worst part of the game. Establishing new colonies should always be beneficial, and thus not much of a decision.
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June 21st, 2007, 12:18 PM
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Second Lieutenant
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Re: Kwok\'s next Mod
I should qualify this as more as a PBW/MP change.
It becomes a mad colony rush,. Check out http://www.spaceempires5.com/en-US/node/2782. This old guide outlines how to pump out 17 colonizers by turn 11. So all these ships will likely find planets to colonize, no real thought on having to support them resource wise.
How do you counter that type of expansion other then being forced to follow the same path?
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June 21st, 2007, 12:23 PM
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National Security Advisor
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Re: Kwok\'s next Mod
There's two items I would modified to tone down expansion a bit:
- Slightly more expensive colony modules
- Reduced population modifiers below 100M
Regardless in any competitive PBW environment, you're going to have to expand as possible anyway.
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June 21st, 2007, 12:30 PM
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Second Lieutenant
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Re: Kwok\'s next Mod
I agree expansion is necessary, but I would like to see some drawback to the rush strategy.
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