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  #81  
Old May 21st, 2002, 01:15 AM
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Default Re: New Mod: The Art of War Mod

I am not aware that these facilities stack. According to the description they do not. Phoenix appears to be saying they do however. There may be a bug. I haven't tested it.

P&N is a nice way to do it, however it wasn't what I was looking for. In AoW I made five levels of each instaed of three. In all five levels they rate of experience is 1% one per turn. The lower levels can only gain 6% percent max, the highest levels only 10%. I wanted to limit the amount of experience you cold accquire "artificaially" an make the ships earn it the hard way through combat.

One thing I did change to help in this area though is I made the Combat Neural Net a researchable component, instead of making you find ruins to get it.

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  #82  
Old May 22nd, 2002, 08:34 PM

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Default Re: New Mod: The Art of War Mod

Hello,

A couple of things I thought about while reading this thread:

1) Change the ship construction costs so that smaller craft are much much cheaper compared to the larger. Also, give larger ships an inherent bonus to damage resistence. I've always been a little annoyed when I compare Se4 navies to modern navies. Take WW2 naval distributions: battleships took forever to build/repair, but were very tough to knock out (and even tougher to destroy outright). By comparision, destroyers etc were pumped out 'en masse'. In the game, maybe a single shipyard could construct more than one small ship per turn. Captial (Cruiser and up) ships should take a really really long time.

If the modifications suggested below to increase the late-game usefulness of the smaller hulls were included then Se4 fleets would start to resemble real life fleets, with a capital ship never being put to sea/space without attendent destroyers to use as scouts/screens.

(Sorry that rambled on a bit)

2) Ancient ruins. I think it would be interesting if ancient ruins not only supplied a new tech level, but perhaps opened access to an entire tech tree; imagine scientists finding a piece of technology that is initally useless, but allows access to whole new concepts/branches (Think of the broken arm and chip found in Terminator 2)
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  #83  
Old May 23rd, 2002, 02:19 AM
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Default Re: New Mod: The Art of War Mod

Quote:
Ancient ruins. I think it would be interesting if ancient ruins not only supplied a new tech level, but perhaps opened access to an entire tech tree; imagine scientists finding a piece of technology that is initally useless, but allows access to whole new concepts/branches
This can already happen in SE IV on a small scale, when you find one or more of the normal techs rather than a Unique tech. (For example, in one of my games, I recently found Military Science on a Ruins world, which opens three other tech areas for research, but gives no immediate components.)
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  #84  
Old May 23rd, 2002, 03:12 AM
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Default Re: New Mod: The Art of War Mod

Training Facilities:
First off, there are 4 types of training facilities: Sector ship training, Sector fleet training, System ship training, and System fleet training. Taken separately, each of these functions identically. When combined, Sector and System training facilities (Normal ones and the Psychic ones) both stack, for a possibility of 6% per turn.

That being said, I will focus on Sector ship training facilities. If you have multiple training facilities on one planet, only one facility functions. The facility with the highest training rate adds experience each turn. Once that facility's limit has been reached, it can no longer add any experience. This does not matter in the standard facilities, since more advanced ones increase both the rate and the max. Once the facility with the highest rate has been maxed, the second highest rated facility will train the ship. I will use this example to illustrate how this works:
----------------
Level I (L I):
3% per turn
15% max

Level II:
2% per turn
20% max

Level III:
1% per turn
25% max
----------------
Consider a planet that has all three facilities built on it. Ship X with 0 experience parks in orbit.

Turn 1-5:
L I is the highest rated trainer, so it adds 3% per turn. On turn 5, Ship X has 15%.

Turn 6-7:
Since Ship X has 15% exp, L I can not train it anymore. So, L II, the 2nd highest trainer, takes over. It adds 2% on turn 6, and then 2% on turn 7, bringing Ship X to 19%.

Turn 8:
L II could add 2% still, but it's limit is at 20%. So, it can only add 1% to the total, bringing it to 20%. Only one facility works at a time, so L III does not add anything.

Turn 9-13:
L III now takes over, since L II has maxed out. It adds 1% per turn for 5 turns, bringing the ship to 25%.

So, if you only build a L III, it takes 25 turns to maximize exp. If you build one of each, then it only takes 13 turns.

Edit: Hmm... I hope that isn't confusing as hell.

[ May 23, 2002, 02:19: Message edited by: Imperator Fyron ]
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  #85  
Old June 7th, 2002, 12:25 PM

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Default Re: New Mod: The Art of War Mod

So, um, not to sound like the impatient child who isn't willing to help out, but how is this mod coming along? I was hoping to play it sometime soon...
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  #86  
Old June 7th, 2002, 02:10 PM
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Default Re: New Mod: The Art of War Mod

Heh, well between finding time and waiting for inspiration, I am kind of at a stand still here. Sorry. Maybe this will be just one more in my list of things I never got around to doing. I've always said I am more of an idea man that a do'er.
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  #87  
Old July 24th, 2002, 02:40 PM
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Default Re: New Mod: The Art of War Mod

I have. Sorry. Maybe I'll get around to it someday.
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  #88  
Old July 24th, 2002, 02:54 PM

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Default Re: New Mod: The Art of War Mod

Oh well. . . . I forgive you, but only cause you're associated with PBW...
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  #89  
Old July 25th, 2002, 01:03 AM

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Default Re: New Mod: The Art of War Mod

No, I haven't forgotten.

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  #90  
Old November 3rd, 2002, 08:59 AM

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Default Re: New Mod: The Art of War Mod

I was thinking of resurrecting this mod on my own, with my extremely limited abilities. More specifically, I was wanting to incorperate most of it's ideas into a tech-grid kind of mod. (you know, one where, for instance, you research different techs to increase missile range, increase missile damage resistance, increase missile speed, etc. etc. etc.) Would you be willing to let me use what you've got so far, Geo? (if you still have it...)

edit: my keyboard can't spell!

[ November 03, 2002, 07:02: Message edited by: dumbluck ]
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