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November 27th, 2000, 05:24 AM
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Captain
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Location: Tampa, FL USA
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Mod/Extension Posted
I posted Version 1.00 of my compiled mods/extension in the "Scenario/Archive" message board. I provided two methods of using the mods: (1) full replace over all files and use all the modification or (2) a "text insert file" with very detailed instructions so you can pick and choose what mods you want and insert them into your own Version of SEIV. Here is a list of the changes:
(1) new subdued menu sounds
(2) new sound for point defense weapons (kind of sounded like someone spitting before)
(3) Added new theoretical science called "Defensive Theory"
(4) Added new applied science called "Planetary Defense" with five levels - each providing an increased level of planetary defense facilities:
- Planetary Shield (200 through 1000 shield points for planet)
- Defense Bunker Complex (+20% through +100% ground defense against troops and bombardment)
- Communications Network (+20% through +100% bonus to fleets defending the area)
(5) Modified AI research files to accommodate new Theoretical and Applied Science projects described above
(6) Modified AI facilities construction que to build the facilities described above
(7) Modified the Main "Settings" file:
- Increased retrofit setting to allow cost difference up to 75% (was 50%)
- Increased damage to kill population to 20 (was 10)
- Decreased starting maintenance cost to 20% (was 25%)
(8) Modified the "Happiness" file to make the neutral race have a few more "positive events" (I thought their population was entirely too hard to keep happy)
- Increase happiness if win battles
- Increase happiness slightly if have ships in area
- Increase happiness slightly if construct new ships/facilities
- Neutral effect if new colonies created
(9) Created a new component enhancement for seekers called "High Yield" which basically doubles the damage but at double the price and a slightly reduced range
(10) Heavily modified the AI vehicle construction and fleet files so that the AI should do the following:
- Build up % of attack ships in fleets
- Use mines and mine sweepers more often
- Build up % of fighters and troops
- Use troop transports more often
- Use boarding ships more often
- Entrench more on the defense with the new defensive facilities described above
(11) Created an AI design for "Defense Ship" (this was never created in the game by the way - possible bug) which includes a new AI strategy for defense of the fleet against seekers. This design is basically an AA platform with repair components (another AI flaw I noticed). The AI construction files already included a call to build the defense ship, but the design was never there.
(12) Modified the AI design for "Troop Ship" to include armor.
(13) Created an additional level for "Cargo" applied science and created additional facilities for each of the resource storage areas (max was level 3 at 40k, now level 4 is the max at 50k). Also added planetary storage facility level 4 - store 4k.
(14) Added an additional ability to Medical Bay Components so that they provide a small amount of research points at each level (on the theory that the vessel containing the component is serving as a research ship type concept - since they are providing medical assistance to different species around the galaxy)
(15) Added an additional ability to 5 types of sensors so that they provide a small amount of intelligence points at each level (on the theory that they are actually providing real-time intel) including: Tachyon, Hyper, Psychic, Temporal and Gravitic)
Many thanks to Aaron and the rest of his team for this game. I have not spent this many hours on a 4x space game since the MOO days and even then there were only a handful of patches and very little interaction with the programmers! Anyway - have fun and please provide feedback!
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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November 27th, 2000, 06:02 AM
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Sergeant
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Re: Mod/Extension Posted
Wow!
Alot of this looks great. I dont know if I'll incorporate all of it into my own custom set but I'll certainly pick and choose some of to add. Alot of good stuff in here.
Some of it, I've already done myself as well. I felt that Seekers should have the 'heavy mounts' as well and made the 'Capital Ship Mount' that can fit on Cruiser+ hulls.
One other suggestion I will make is to either 1) allow the smaller hulls (ES,FG,DS) to hold more engines or 2) to have later hulls up the tech tree be able to do so (same size as the ES,FG,DS, just less restrictive on engines). The problem with the latter is that it trips up the AI into building smaller ships again as they are higher tech.
I've gone with option one and increased the engine allowance on alot of these small hulls. Its given them far more longevity in the game. They are good for scouting and quick reaction/raiding forces. In battle, they can race ahead and pound with missiles or else be able to shoot and scoot with relative impunity. Its really caused me to rethink the idea that bigger is always better in the later stages of the game.
I find that I usually keep a few DD's around even late in the game for the purposes I mentioned above whereas previous, the small ships all went the way of the dinosaur as soon as the bigger ones were built.
Another tweak I have added (which I know wont be popular with some) is to increase the 'hull cost' of the larger ships. In my mind, Capital Ships should be expensive to build and maintain, thus allowing the more cost-effective cruisers to comprise the bulk of the fleet.
Suggestion to MM: Would it be possible to have the first ship of a given class cost a bit more (ie the prototype). This might encourage players to pick a design and standardize a bit rather than constantly updating the ships turn after turn as soon as a new gadget is researched. I think the Starfire series gave a discount for every ship after the first of the class. For purposes of SE4, I think a small premium paid on the first ship of every class would be more practical. It wouldnt have to be huge (20-25%?) but at least it would be incentive to standardize a bit.
Thanx for making all your mods available. Even the parts I dont use will help me to see ideas for adding other tweaks in the future.
Talenn
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November 27th, 2000, 06:07 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: Mod/Extension Posted
Interesting. Looks like you put alot of work into this. Have you playtested this to check if the AI actually does build (and use) minesweepers?
Your bunkers are nice. I was planning something similar but more on the line of safe hidingplaces for troops so they couldn't be bombarded away before an invasion but I couldn't figure out how to do it so...
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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November 27th, 2000, 06:40 AM
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Sergeant
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Re: Mod/Extension Posted
Tampa_Gamer:
Ok, I just downloaded the file and am pouring through the contents.  I've noticed a few things that I want to ask ya.
Have you actually seen the 'Stock' Races in the game research and build some of this stuff? It appears that you modified the DEFAULT research file, but I think each of the included races has their own file for this. I think the default file is only used it a racial specific one is not found in the directory.
I suppose that it would be possible to go through each races' AI files and make the necessary adjustments though. For me, I grow more hesitant to continue to diverge for the defaults as it greatly increases the workload when patches are released.
Great work though. Your stuff is very well done and I'll be adding quite a bit of it to my existing set after all. 
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November 27th, 2000, 01:58 PM
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Captain
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Re: Mod/Extension Posted
Actually no, I have not modified the individual races yet. Since this is Version 1.00 I really wanted to make sure the AI changes had a thorough testing before I started tweaking them. I have some extensive plans for the specialty races to make them more like the races in MOO (I believe somebody had a discussion item about this). Some of my fondest memories of MOO were had b/c the races had so much personalty (i.e. you are exploring and expanding, perhaps trading with the humans, when all of a sudden you have first contact with the Darloks!! You knew that you had to boost your intel stats fast otherwise they would get all your tech in a few years and put you at war with the humans by blaming you for their spy actions.
But to answer your specific question, yes I did play test this with a number of neutral races involved and they seemed to use the beefed-up files much more.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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November 27th, 2000, 04:26 PM
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Sergeant
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Re: Mod/Extension Posted
Is this compatible with patch 1.11? Will it over write what this fix corrects? Other wise excellent mod.
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November 27th, 2000, 04:38 PM
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Captain
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Re: Mod/Extension Posted
Yes, this mod was created using the "fixed" files contained in the Version 1.11 patch. In the readme.txt file contained in the zip, there is a full explanation (step-by-step) of the additions/changes made.
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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November 27th, 2000, 04:44 PM
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Sergeant
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Re: Mod/Extension Posted
Yep, it says this right in the begining of your readme.txt. Great mod. I like the bunker idea's the best.
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November 27th, 2000, 09:00 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Mod/Extension Posted
quote: Originally posted by Tampa_Gamer:
(2) new sound for point defense weapons (kind of sounded like someone spitting before)
Killer loogies! Killer loogies! A-ptooie!
Sorry . . . it's been a stressful weekend.
quote: Originally posted by Tampa_Gamer:
(4) Added new applied science called "Planetary Defense" with five levels - each providing an increased level of planetary defense facilities:
- Planetary Shield (200 through 1000 shield points for planet)
- Defense Bunker Complex (+20% through +100% ground defense against troops and bombardment)
- Communications Network (+20% through +100% bonus to fleets defending the area)
Am I misremembering or aren't there planetary shields already available high up in the Shields tech area?
The bunkers are a great idea!!
quote: Originally posted by Tampa_Gamer:
(8) Modified the "Happiness" file to make the neutral race have a few more "positive events" (I thought their population was entirely too hard to keep happy)
- Increase happiness if win battles
- Increase happiness slightly if have ships in area
- Increase happiness slightly if construct new ships/facilities
- Neutral effect if new colonies created
True. And even if you are devotely neutral, knowing the military just won instead of lost really should be a Good Thing!
quote: Originally posted by Tampa_Gamer:
(14) Added an additional ability to Medical Bay Components so that they provide a small amount of research points at each level (on the theory that the vessel containing the component is serving as a research ship type concept - since they are providing medical assistance to different species around the galaxy)
(15) Added an additional ability to 5 types of sensors so that they provide a small amount of intelligence points at each level (on the theory that they are actually providing real-time intel) including: Tachyon, Hyper, Psychic, Temporal and Gravitic)
Ooo, awesome ideas there! Very logical in concept and definitely expands the options! Very cool!
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November 27th, 2000, 09:10 PM
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Private
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Re: Mod/Extension Posted
<One other suggestion I will make is to either 1) allow the smaller hulls (ES,FG,DS) to hold more engines or 2) to have later hulls up the tech tree be able to do so (same size as the ES,FG,DS, just less restrictive on engines). The problem with the latter is that it trips up the AI into building smaller ships again as they are higher tech.
I've gone with option one and increased the engine allowance on alot of these small hulls. Its given them far more longevity in the game. They are good for scouting and quick reaction/raiding forces. In battle, they can race ahead and pound with missiles or else be able to shoot and scoot with relative impunity. Its really caused me to rethink the idea that bigger is always better in the later stages of the game. >
I like this and it makes sense. Mind telling me where and how to change it?  The AI apparently doesn't like cruisers. I likes the CLs. I guess I agree with it when cruisers only get 4 MPs...why is that? I had five engines. Anyway...
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