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  #41  
Old January 5th, 2004, 07:17 PM
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Default Re: New SJ mod

Quote:
It also takes up two facility slots per planet, so its a bit more expensive.
you mean one for fleets and one for ships?
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  #42  
Old January 5th, 2004, 07:21 PM

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Default Re: New SJ mod

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Originally posted by Phoenix-D:
And if you reduce the number of points, you change the min/maxing equation. These empires would be competing against each other- if getting to 125 Aggressiveness takes 5000 points, it won't be done by anyone, and it won't be suicidal not to.
Changing the costs of the characteristics, yes, but just reducing the number of points available to shop with, not really. In vanilla, you have to be able to hit the 120 berserkers, since they will always crop up (due to their effectiveness). Moot, though, for this mod discusion, since the point costs were in fact changed - something I missed earlier.
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  #43  
Old January 5th, 2004, 10:14 PM
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Default Re: New SJ mod

Quote:
Originally posted by narf poit chez BOOM:
quote:

It also takes up two facility slots per planet, so its a bit more expensive.
you mean one for fleets and one for ships?
There is one facility for the "Academy Classrooms" which has a training rate of zero, but a maximum training amount of 3,5 or 6%
Then there is an "Academy Lab", which provides zero maximum, and 1% rate.

On any particular planet, you get the best of each. So if you have only one facility, you get squat, but if you have both you get 1% rate up to 3/5/6%
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  #44  
Old January 5th, 2004, 10:16 PM

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Default Re: New SJ mod

heh, early contender for clever modding trick of the year...
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  #45  
Old January 5th, 2004, 10:58 PM
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Default Re: New SJ mod

Except that I came up with it at least a year ago, but never got a chance to use it...

I have updated the preview mod thingy.
http://imagemodserver.mine.nu/Miscel...Jmod_alpha.zip
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  #46  
Old January 6th, 2004, 02:49 AM
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Default Re: New SJ mod

Yes... SJ and I were talking about that long ago when I noticed a peculiar way to get around his intended path for training facilities in P&N, where you get higher max training levels but slower rates with higher tech level (so max of 10 with +3/turn to max of 20 with +1/turn).
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  #47  
Old January 6th, 2004, 04:21 AM
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Default Re: New SJ mod

What was a bug, became a feature
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  #48  
Old January 6th, 2004, 04:50 AM
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Default Re: New SJ mod

You are starting to sound like a game developer there SJ...
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  #49  
Old January 22nd, 2004, 05:52 AM
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Default Re: New SJ mod

Well, it now runs.
I've yet to do the weapons, as they'll be a deep grid tech forest, and I think I should do a bunch of work on paper first.

Just using stock weapons to play with the hulls and shields and stuff...

Combat goes pretty slowly, so I'll probably be cranking up the number of combat turns. 90 perhaps...
Torpedoes definitely win out over APBs here... at least against large ships. The big guys have so much shielding, you need the punch of a torp to hurt 'em at all. The little 200kt drones get swatted real quick with the APBs though.

Should be a cool effect. Match the weapons to the size of ship you're facing... if you run up against the wrong type of ship, you'll either be harmless (little gun, big baddie), or inefficient(big guns, little baddie).

The accuracy settings look pretty good so far... Uber-experienced ships will be much trouble, though. Since 'Normal' accuracy is 50%, legendary ships will be like the heroes on TV and movies, striding through warzones and picking off snipers with a chain gun
I guess that'll be when you break out the missile ships and mine layers

Even with stock missiles, they are quite effecive in combat. (I'll be moving the serious missiles up the tech tree) The 100% hitrate and uber-stacking pierce damage will really hurt the big experienced guys if they run out of cannon fodder ships.
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  #50  
Old January 22nd, 2004, 06:50 AM

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Default Re: New SJ mod

SJ, one problem you might want to address is moons. With your training scheme, a player that has breathable moons will have a pretty big advantage..

Consider:
1 Huge Methane rock planet
2 Tiny None Moons (rock)

Methane Breather:
Big breathable. 2 training facilities there.
No-breathe moons. 1 each.
4 training facs total (2 classes, 2 labs)

None Breather:
Big non-breathable. 2 training facilities there.
Breathable moons. 2 each.
6 training facs total (3 classes, 3 labs)

Hmm. Not -quite- as bad as I thought, but still an advantage.
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