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December 11th, 2006, 04:12 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Inti,s SEV Game
Indeed the first turn went splat, but processed manually already......
And to all the players , NONE of us was able to test the mod good...... because the AI isn't working yet, it will be the first time for all of us
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December 11th, 2006, 04:39 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: Inti,s SEV Game
Well im using 2:1 engine/core ratios for now. Maybe later, if engines need less supply and/or core store/generate more i will change that.
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December 11th, 2006, 06:29 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Inti,s SEV Game
2:1 ratios? Well crap, good thing that initial colony ship I designed was intended for a planet about 10 sectors away!
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The Ed draws near! What dost thou deaux?
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December 11th, 2006, 10:29 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Inti,s SEV Game
The latest turn failed. My argument is someone had to show PBW can't handle custom stuff if that is indeed the problem.
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December 11th, 2006, 11:36 PM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: Inti,s SEV Game
Noticed a couple balance issues. It seems that Light Carriers make all other ship types redundant. Only 10% of space needs to be fighter bays, so that's 720 kT of usable space vs. 300 on a frigate and 500 on a colony ship or freighter.
Also, this seems like it will be much slower-going mod than stock. High cost to research stuff + low amount of research per turn + high cost of building colony ships = lots of turns. This might be intentional, but the gain in realism isn't worth the slow pace, IMO.
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December 11th, 2006, 11:57 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Inti,s SEV Game
I have some experience with eclicpse in Se4 so I remembered the slower tech progression, but still it is a bit of a surprise that you have 130K research in first turn and then only 3K on second. I know you get extra on the first turn for vanilla but that is only times 4.
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December 12th, 2006, 12:08 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Inti,s SEV Game
Keep in mind you don't start with a full homeworld, and the game now has Capitals ala Galciv... so if you want, you can build a research capital in your home system and fill up your homeworld with research centers...
Another balance issue... Metropolises seem overpowered compared to the regular facilities - they do TOO MUCH of everything for their low cost and small size! (20% the research/intel of a research facility, 33% the mining/farming/refining of the appropriate facilities, plus storage, all packed into a facility half the size and 40% the cost of a standard facility! ) Do they simply not advance as well with research? I haven't poked around in the data files so I don't know...
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The Ed draws near! What dost thou deaux?
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December 12th, 2006, 09:25 AM
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Sergeant
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Join Date: Dec 2002
Location: Denver, CO USA
Posts: 329
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Re: Inti,s SEV Game
Metropolis resource generation increases by 20, 15, and 10 points every level up to 50 levels. Resource dedicated facilities raise by 100, 80, and 60. They also begin with a significantly higher rate. Metropolis is an excellent choice if you need a little of everything, but is not efficient in any one task.
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December 12th, 2006, 01:19 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
Posts: 8,450
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Re: Inti,s SEV Game
I'm trying to resolve why the server can't seem to process the turns. I doubt you have ground combat on turn 1.
Were there any last minute updates to the mod before the game started? I haven't followed every word of this thread. I've got you using the data files for Golden Eclipse Mod v1.0 Beta. That's correct is it not?
Geoschmo
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December 12th, 2006, 02:57 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
Posts: 739
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Re: Inti,s SEV Game
We also used an fix from Kevin, you can find the link in the Eclipse mod thread.
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