The mod looks like it could be interesting. I've not played it yet (that's next
), but a few comments/suggestions:
a) I'm using winmerge to compare it to stock SEV, and its noting that apart from the header comment and the tail comment that the "BitmapEffects_*" files are all identical to the stock release. Odd.
This is also true to for the AtmosphereTypes, Happiness, IntelFocusAreas, ScoreWeighting, VehicleUnitTypes, XFileClasses_Stellar .txt files.
b) I note you've added another colony type "resource colony". Might I suggest one last colony type: "Miscellaneous Colony" (or some such) for when your colony can't fit any of the other.
c) The order of the colony types always seemed a little off to me as there was obvious pattern for the order they're layed out it. So I changed it to this:
Quote:
Name := Mining Colony
Name := Farming Colony
Name := Refining Colony
Name := Resource Colony
Name := Construction Yard
Name := Resupply Base
Name := Military Installation
Name := Research Compound
Name := Intelligence Compound
Name := Miscellaneous Planet
|
Seems more logical now.
d) You've altered the number of engines required for a ship to move. But I note an inconsistancy. Specifically the destroyer requires 3 engines per move yet has a max of 7 engines. I'm guessing that 7th is a spare. Yet neither the cruiser, battleship or lght carrier have that spare engine.
Also, the dreadnaught & carrier require 10 engines yet have a capacity for 16? That's a lot of spares - more than the baseship (3), but less than the hvy carrier (8)
A suggestion relating to the AI discussion above - Does the AI both prioritizing research for colonisation of different world types? Because if he can colonise other world types, he's just doubled/tripled the number of worlds available to him.
But it certainly looks like a nice mod. Off to go and break it now.
Edit: What are the .csf file types? A quick google finds nothing and there is no reference on the wiki that I can see.