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  #11  
Old November 12th, 2003, 02:38 AM
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Default Re: Updating the D-Mod (GoldD)

Thanks Taz, your starting off my day with a good laugh. And the Hermes will still be there more or less untouched...

As to the Cruise Liners, that problem was solved by SJ, giving them a component that gives them negative maintenance so they 'make' money. Now to balance it so their not overwhelming (considering how much $$ you can already make with my Version of the Robo-Miners/Prospector ships...)

Permission is in for the use of the FQM and the DevnullMod so expect to see some familiar things with a few twists....

Oh and Atrocities...I'll be sending you an email later about use of a certain machine-like shipset that I want to include instead of the Monsters....(can you guess which one, lol)...
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  #12  
Old November 12th, 2003, 05:08 AM
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Default Re: Updating the D-Mod (GoldD)

Testing on the Cruise Liners goes well, think I may have them balanced for early/mid game anyway, a small cruise liner will net you 70 minerals and about 20 food/rads per turn. So about 10 of them will net as much as one mineral facility (close, facility will still generate 800) and while you are building these ships others will be building warships.... They are also a little expensive to build (beginning costs 2000 in min/food/rad for the small, 3000 m/f/r for the med and 4000 for the large..with 10%/12% and 15% return respectively.)

Don't truely think they will be a game breaker but may be a vital addition to finite or P/N type games....
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  #13  
Old November 12th, 2003, 06:44 AM
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Default Re: Updating the D-Mod (GoldD)

of course! call it D-Gold!
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  #14  
Old November 16th, 2003, 05:19 PM
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Default Re: Updating the D-Mod (GoldD)

Finished balancing the Cruise Liners, they make $$ but not that much (still fun to use though).

Added FQM, some nice pic's there Fyron
Added Tonnes of stuff/ideas/AI's from the DevnullMod (thanks Rollo) and with Atrocities permission the Monsters are now the Borg which also have a few tricks of their own the monsters couldn't do.

Still trying to balance the Racial tech's (added tonnes more like bonus to ship movement and subtraction from ship movement for extra points, more luck bonus, better shipyard rate, better planet size increase for cargo and penalties for points....) and still trying to get that darn AI to use components right (add regeneration to a Living Engine and the AI throws waaayyyy to many on a ship, same with a crystalline life support that generates shields....)

Added shipsets (Borg, Pandoran, EDF, Cardassian, UCP, and Crugarian----updated AI's a bit or subbed in another with some new weapon choices).

Ah well, should'nt be to long now.....
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  #15  
Old November 16th, 2003, 06:12 PM
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Default Re: Updating the D-Mod (GoldD)

Thank Woundwort for the newest system graphics in FQM. Hmm... I seem to have forgotten to mention him for the second batch. That will be fixed!

As for the AI problems... add several redundant tech reqs to the shield generators so that they AI will think they are more advanced than the crystalline life support. The AI will use the component that has the needed ability that has the most levels of tech requirements. So, if the cyrstalline life support requires 3 total tech levels (directly, not prereqs of those techs), then add enough redundant Shields tech reqs to each shield generator so that they all require at least 4 total tech levels. Of course, you then need to make sure that each level of shields is "more advanced" than the previous level. And yes, having 4 tech reqs of level 1 in Shields is not a problem. The game treats it just like having only one of those tech reqs, but the AI sees it differently.
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  #16  
Old November 16th, 2003, 06:34 PM
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Default Re: Updating the D-Mod (GoldD)

Thanks Fyron, but I found a way 'around' it (used AI only mounts for a few things, kept stuff on the living/crystalline bridge and made it one per vehicle etc.)

One suggestion for your FQM, ever thought of adding in a new asteroid pic and calling it 'Habital Asteroid' and using it in place of a few moons or something, that way we could sort of have colonizable asteroids....(even if it is just a picture).

[ November 16, 2003, 16:35: Message edited by: Deathstalker ]
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  #17  
Old November 16th, 2003, 06:44 PM
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Default Re: Updating the D-Mod (GoldD)

I added 3 tiny none moons to the asteroid field systems to simulate habitable asteroids. Though, that is not a bad idea. Of course, then you would get asteroids orbiting planets, which would be kind of weird.

[ November 16, 2003, 16:45: Message edited by: Imperator Fyron ]
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  #18  
Old November 16th, 2003, 08:11 PM
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Default Re: Updating the D-Mod (GoldD)

Quote:
Originally posted by Imperator Fyron:
...The AI will use the component that has the needed ability that has the most levels of tech requirements...
Not true in this case. That only applies to abilities that have no relevant value (like Point-Defense, Armor, Master Computer, etc.).
With abilities that use a value (like in this case: shield generation and armor regeneration) the AI will use the component that has the highest ability value.

[ November 16, 2003, 18:13: Message edited by: Rollo ]
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  #19  
Old November 17th, 2003, 02:17 AM
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Default Re: Updating the D-Mod (GoldD)

I once toyed with idea of alternate image Habitable Asteroids but decided to scrap the idea, when I realized you would destroy asteroids to make asteroids, and create asteroids from asteroids at times. And things just got kinda crazy there. I think Fyrons idea is the best in this situation, small planetoids to represent large habitable asteroids.
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  #20  
Old November 17th, 2003, 04:28 AM
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Default Re: Updating the D-Mod (GoldD)

Quote:
Originally posted by Rollo:
quote:
Originally posted by Imperator Fyron:
...The AI will use the component that has the needed ability that has the most levels of tech requirements...
Not true in this case. That only applies to abilities that have no relevant value (like Point-Defense, Armor, Master Computer, etc.).
With abilities that use a value (like in this case: shield generation and armor regeneration) the AI will use the component that has the highest ability value.

Oh. Stupid AI.
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