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  #1  
Old June 22nd, 2002, 07:13 AM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

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Originally posted by Tnarg:
Ahhh at Last, all I can say is duh. Thanks Derek, my image problems have finally been solved. Isn't it funny that the most obvious solution is the one that is most steered away from.
Everyone, no matter how smart they are, occasionally makes a dumba$$ mistake Actually, it's usually the smart ones that make even more mistakes...

Derek
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  #2  
Old June 22nd, 2002, 07:54 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

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Originally posted by Derek:
...

Third (ok, threefold, not twofold), I am waiting for PvK to release Version 2.3 of Proportions, so I can see what parts of that I am going to incorporate.

Most likely, whether the new patch for SEIV is out or not, the next Version of Derek's Mod will be out shortly (within a day or two) of PvK's Proportions v2.3

Provided, of course, he does not mind that I am still basing the economic portion of my mod on his mod
I'm happy you are, Derek!

Proportions 2.3 ... I said this Last week, and maybe the week before, but I really mean to try to release it this weekend. The AI has just been hard to get right, and I've had very little clear-headed time to do it.

PvK

[edited for punctuation]

[ June 22, 2002, 06:55: Message edited by: PvK ]
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  #3  
Old June 22nd, 2002, 08:40 AM
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Tnarg Tnarg is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

As far as ideas go, what about:

1) One more round of troops. What are there so far? Infantry, mobile, small, and large? I really like the diversity of sizes in the fighter class, so maybe a little bit more diversity in the ground troops. Huge troops. (For those of us that like to build them anyhow.)

2) I read in some novel somewhere that an advanced alien race used "Organic Engines". The engines were basically a special species so evolved that it basically could manipulate time/space. In SEIVGold perspective they could be sort of an Organic branch solar sail, gravitic drive, or something.
2b) Utlimatley these organic engines folded space like the "Guild Steersman" from dune. Obvisouly creating warp points is a bit more complex, or is it? Perhaps one of the racial traits combined with the Stellar manipulation tech that allows warp point manipulation. Cheaper?, Farther Distance?

3) The Kaon torpedoes are great, as is the X-ray bomb pumped lasers (for picking off weapon platforms) Perhaps some more excotic weapons to expound on incorporting unconventional quantum physics, or any other new and theorized phields of physics.

4) Quantum Computer technology and facilities for defeating intelligence programs of other races.

5) I still would like to really see one of the gunboats to be able to load boarding parties. Yes I know that it is a coding issue. But darn it, would that be fun.

6) Some sort of component that would enable one to turn an asteroid belt into a drone or missle arsenal. Manipulation of asteroid trajectories to turn them into heavy bombardment missles, or in for praticallity drones with only planet warheads. Only works in the system that there is a targeted planet and asteroid.

7) More crystalline technology. For what one spends, there is so little to offer. Perhaps a few more tech levels, and the higher level weapons, really do heavy armor skipping damage.

8) Perhaps one or two more classes of ships. Really, really big, 5000kt or so, but really, really expensive. The pride of the fleet, the secret weapon, the one that decides all. The one that bankrupts your empire.

9) Is there any way to incorporate an area effect weapon. I have noticed a few AI grouping their ships in a tight formation. I think MOOII had a few area affect weapons to break up formations. Of course this is not MOOII, but you would know more than me as to if area effect weapons are possible in SEIVGold. I fear that this is a no, pehaps in SEV.

I have plenty more locked up in the ol brain, but I have an empire to run. If interested in any more let me know. Some of it is pretty off the wall bizzarre stuff though. Stuff that I don't think the current SEIV programing can do.

Thanks for spending the time to read this.
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  #4  
Old June 22nd, 2002, 08:23 PM
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Spoo Spoo is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
8) Perhaps one or two more classes of ships. Really, really big, 5000kt or so, but really, really expensive. The pride of the fleet, the secret weapon, the one that decides all. The one that bankrupts your empire.
I second this one. Something Battlemoon/Worldship sized.
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Old June 23rd, 2002, 09:24 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

I have been playing around with DavidG's mod editor, trying to create new components. I think that the Organic Engine thing could work.

I set it up similar to a gravitational resonator?(warp point opener), changed a few things here a few there. Instead of being destroyed after use I just had it cost a whole heck of alot, and used tons of supplies, and was of course big. To avoid leaving open warp points all over the galaxy I suppose one could include a warp point closer on their ship too. Maybe it could somehow be included in the abilities of the actual engine. Opens a warp point and simultaneausly closes one. I'll play around with it some more.

Instead of being just an Organic tech, it would seem more logical to have it obtainable only with an Organic/Temporal Race, being that in theory the engine actual folds time/space, but it is an organic highly specialized and evolved bieng that mentally does this.
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Old June 23rd, 2002, 07:59 PM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Hmmm....I may have a prob, I doo a lot of R&D so this my be the prob, I find ruins but get no tech from them, any Idea?
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  #7  
Old June 24th, 2002, 07:32 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

There are two reasons (in Proportions, not sure about Derek's) for not getting tech from ruins.

One is that you already knew the tech you discovered.

In Proportions mod, there is the added chance that the ruins actually didn't have anything useful enough to give you a sudden tech boost. The Proportions planet types include a lot more ruins or things that look like ruins, but actually won't give you anything. This way, you have to explore to find out if you'll actually get something or not, which adds uncertainty and makes sense. I don't know if Derek kept this in his Version of the planets file, or not.

PvK
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