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-   -   Wanted: Alpha testers for the AoW mod. (http://forum.shrapnelgames.com/showthread.php?t=8129)

Thei R'vek December 28th, 2002 09:43 PM

Re: Wanted: Alpha testers for the AoW mod.
 
I can playtest it in 2 and 4 players against my roommate and two of my neighbours so I'll get cracking on some multiplayer testing http://forum.shrapnelgames.com/images/icons/icon6.gif

dumbluck December 29th, 2002 02:45 AM

Wanted: Alpha testers for the AoW mod.
 
I need some feedback on my recent changes to this mod. I have had almost no time to playtest them, and the situation doesn't look to improve anytime soon. So I'm asking for your help. Just download mod, and play it with your favorite game settings, whatever they may be. Tell me what you think of the new mechanics. Tell me what you liked, and why. Tell me what you didn't like, and why. Tell me what you think needs improving, and how and why. And definately let me know of any bugs you find! I'm sure there has got to be a few hiding in there somewhere! http://forum.shrapnelgames.com/images/icons/icon12.gif

Note: The AI is non-existant in this mod. This is an intentional design decision. So don't expect much in the way of a game right now. Hopefully, I will be starting a PBW game with everyone interested once this gets a little more developed/refined. Then we can test the mod against, you know, opponents. http://forum.shrapnelgames.com/images/icons/icon12.gif But for now, just familiarize yourself with the new game mechanics, and give me some much needed feedback.

Thanx in advance!

Edit: Hmm, I guess you'd want a link to the mod, huh? Ok, here ya go:
AoW v0.81.zip

[ December 28, 2002, 12:49: Message edited by: dumbluck ]

Pax December 29th, 2002 03:51 AM

Re: Wanted: Alpha testers for the AoW mod.
 
I'll give you several playtest reports by ... uh ... monday evening (EST) ... ?

mlmbd December 29th, 2002 09:10 AM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, so excatly (for us ultra newbies) how does one 'Install' your AoW Mod?

Seems I might need to know how to do that before I could play it!

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

spoon December 30th, 2002 10:31 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Haven't played it, but browsing through the data files made me wonder about:

ECM vs Combat sensors. Why do you have 5 levels of Combat Sensors at +10% per level (max +50%) and 10 levels of ECM with only +1% per level (max +10%). Are there other means by which to raise defense? Such a small increase seems like it would be a waste in research at some point.

Increased Crew Quater reqs vs. Master Computer. Requiring all those extra crew quarters (cool idea, btw) makes the Master Computer more powerful - you might want to up the cost, or something. (unless the size/benefits of the new crew quarters change -- see next comment)

500kt Crew Quarters. All the new crew quarter types you put in take up 500kt of space:
Tonnage Space Taken := 500
Is that a typo, or am I missing something? Also, it might be neat if the different types of crew quarters had more significant effects (most just give that +8% maint reduction...) And do those stack? You might want to clarify in the comp description...

Looks good, hope to find time to play...

-Spoon

dumbluck December 31st, 2002 03:07 PM

Re: Wanted: Alpha testers for the AoW mod.
 
And one final note: A modpicker is a utility that came on your gold disk (I must assume you have SE4g, otherwise you wouldn't be able to use this mod). It edits path.txt for you, saving you the hassle. It is quite handy.

mlmbd December 31st, 2002 03:09 PM

Re: Wanted: Alpha testers for the AoW mod.
 
dumbluck,
Quote:

Then either edit path.txt, or use your modpicker to switch to AoW.
<font size="2" face="Verdana, Helvetica, sans-serif">What is a 'modpicker'? And how does it work? THANKS!

I really am looking foward to testing your mod! http://forum.shrapnelgames.com/images/icons/icon10.gif
Sorry, I am so dumb!

Is there a new Version to this 'ModPicker'?

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

[ December 31, 2002, 13:12: Message edited by: mlmbd ]

Ragnarok December 31st, 2002 05:55 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Yes... Scan the forums for the thread. Give me some time and I will find it for you. http://forum.shrapnelgames.com/images/icons/icon7.gif BRB... http://forum.shrapnelgames.com/images/icons/icon10.gif

Edit: *2 Minutes later* Ok, I did a quick search for the modpicker. Here is the thread.
Fixed link is here...
You can also DL it from Matryx sig. He is the one that wrote the program. It is a awesome program. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ January 02, 2003, 16:19: Message edited by: Ragnarok ]

dumbluck January 1st, 2003 02:51 AM

Re: Wanted: Alpha testers for the AoW mod.
 
Pax, Thei R'vek: That would be cool, although there isn't really a big rush. This project isn't exactly at the top of my priorities list. In fact, it's kinda low on it! http://forum.shrapnelgames.com/images/icons/icon12.gif So, whenever you get time, have at it!

All: Please direct any feedback to the AoW thread , or you can send me a private message if you prefer.

Quote:

Originally posted by spoon:
Haven't played it, but browsing through the data files made me wonder about:

ECM vs Combat sensors. Why do you have 5 levels of Combat Sensors at +10% per level (max +50%) and 10 levels of ECM with only +1% per level (max +10%). Are there other means by which to raise defense? Such a small increase seems like it would be a waste in research at some point.

<font size="2" face="Verdana, Helvetica, sans-serif">That is a legacy of Geo's work. I haven't touched any of that, but I know that he reduced the ECM because of the Stealth/Scattering armor and the shipsize bonuses

Quote:

Increased Crew Quater reqs vs. Master Computer. Requiring all those extra crew quarters (cool idea, btw) makes the Master Computer more powerful - you might want to up the cost, or something. (unless the size/benefits of the new crew quarters change -- see next comment)
<font size="2" face="Verdana, Helvetica, sans-serif">The whole "crew quarters on a MC ship?" issue is covered earlier in the AoW thread, and I'm to lazy to dredge it up here. http://forum.shrapnelgames.com/images/icons/icon12.gif Although your value assessments will change once you read my reply to your next point.

Quote:

500kt Crew Quarters. All the new crew quarter types you put in take up 500kt of space:
Tonnage Space Taken := 500
Is that a typo, or am I missing something?

<font size="2" face="Verdana, Helvetica, sans-serif">That is not a typo. The Crew Areas all have ship specific mounts that reduce their size. The large unmounted size is to discourage people from putting extra maint. reducers on their ships. (I just realized that this could have been accomplished with the "One per vehicle" tag. D'oh!) Anyway, This is a legacy of v0.71 (IIRC), where you could get so much negative maint. modifiers on a Space Station that it actually GENERATED resources. This was changed in v0.81, but I neglected to take the mounts out. This is because I'm toying with the idea of making the Crew Areas tonnage structure dependant on the hull size it's in. (should the engineering section of an escort be the same size as that of a battleship?)

Quote:

Also, it might be neat if the different types of crew quarters had more significant effects (most just give that +8% maint reduction...) And do those stack? You might want to clarify in the comp description...

Looks good, hope to find time to play...

-Spoon

<font size="2" face="Verdana, Helvetica, sans-serif">Initially, most of them did have different types of affects (ala Small Arms Locker). I took them out for balance reasons, although I intend to add a few Base Only Crew Areas that will have more extra features (like ship and fleet training).

Yes, the maint. reductions stack. I will clarify that... somewhere. Maybe in the ModInfo?

Quote:

Originally posted by mlmbd:
DL, so excatly (for us ultra newbies) how does one 'Install' your AoW Mod?
<font size="2" face="Verdana, Helvetica, sans-serif">You should be able to just unzip it to your default SE4g directory. Then either edit path.txt, or use your modpicker to switch to AoW.

[ December 31, 2002, 13:00: Message edited by: dumbluck ]

dumbluck January 2nd, 2003 11:44 AM

Re: Wanted: Alpha testers for the AoW mod.
 
Anybody else interested?

Ragnarok January 2nd, 2003 06:17 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

Originally posted by mlmbd:
dumbluck, rags; Thanks for the help and the info! http://forum.shrapnelgames.com/images/icons/icon7.gif

rags, have a little trouble with that 'URL' business, did we? http://forum.shrapnelgames.com/images/icons/icon10.gif LOL

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Hey... It was working when I posted it. What is up with that... Fixing it now...

Edit: Glad I could help... http://forum.shrapnelgames.com/images/icons/icon10.gif

[ January 02, 2003, 16:18: Message edited by: Ragnarok ]

mlmbd January 3rd, 2003 02:36 AM

Re: Wanted: Alpha testers for the AoW mod.
 
dumbluck, rags; Thanks for the help and the info! http://forum.shrapnelgames.com/images/icons/icon7.gif

rags, have a little trouble with that 'URL' business, did we? http://forum.shrapnelgames.com/images/icons/icon10.gif LOL

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

dumbluck January 6th, 2003 01:29 PM

Re: Wanted: Alpha testers for the AoW mod.
 
So, did anyone do any playtesting while PBW has been down? I've been too busy to. (I had relatives over, spent most of the Last week trying with limited success to make the house look presentable...)

dumbluck January 8th, 2003 12:27 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Apparently not.

dumbluck January 11th, 2003 12:24 AM

Re: Wanted: Alpha testers for the AoW mod.
 
And now it looks like prolly nobody will, what with PBW back up... http://forum.shrapnelgames.com/images/icons/icon9.gif

mlmbd January 18th, 2003 02:14 AM

Re: Wanted: Alpha testers for the AoW mod.
 
I will start play testing tomarrow. So, I will be posting my findings.

DL, it is going to happen!!!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

dumbluck January 19th, 2003 11:58 AM

Re: Wanted: Alpha testers for the AoW mod.
 
That would be cool. I was starting to think that everyone had forgotten...

tesco samoa January 20th, 2003 05:09 AM

Re: Wanted: Alpha testers for the AoW mod.
 
SUre

mlmbd January 20th, 2003 12:27 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, here is my first report.

modinfo.txt file still has old date in it. examples:
Version says 0.7 it is 0.81
Author is has Geo.
Email is not yours.

Started with a Medium HomeWorld.

Space Yard Construction 1, no results.
Space Yard Construction 2, no results. SD 2760.9

Planetary Engineering 1, no results.
Ship Construction 6, no results.
Base Construction 1, no results.

I played to SD 2425.0. I will play again tomarrow!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

dumbluck January 20th, 2003 12:54 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Mumbles: Err???

I will have to look into that! Did I post the wrong files???

Edit: No, I had the right files. However, I did forget to include the updated Modinfo file.

I was unable to get the results you did, however. BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area. The theory being that by researching Ship Construction, you research ways to construct them faster instead of bigger (although it does kind of make sense that the SYs should have SYtech as the primary research field... http://forum.shrapnelgames.com/image...s/rolleyes.gif ). I suppose I could increase SYtech to 9 levels, and make each level of SYfacilities/components require both SY and Ship construction of the appropriate level...

But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...

However, research into Planetary Engineering remained unchanged from the default game (although it was added as a prerequisite tech for some other facilities). So I have no idea why you are having problems with that... And Ship Construction level 6 should have yeilded 2 more SYfacilities/components (5 more, if you also researched SYtech to level 2), along with 5 new crew areas. It did when I ran the mod, anyway.

I have checked the files that I posted. I played them and got my expected results. So I don't know why you aren't getting the same results... Any gurus out there want to fathom a guess in that regard?

2nd edit: Here's the new v0.81 zip file, with the correct modinfo file.
AoWv0_81.zip

[ January 20, 2003, 11:48: Message edited by: dumbluck ]

mlmbd January 20th, 2003 07:43 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL,

Quote:

BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area.
<font size="2" face="Verdana, Helvetica, sans-serif">I know this. Already did the research for the different 500kt facilities/components/crew.


Send me your email address. I will send you the save game file.

I did a quick start. Using your mod, so that may explain the internal difference. I will test today using a fully configured game.

You did say you wanted it 'PLAY TESTED'. So that is what I am doing.

I will give you another test post, later on today.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

[ January 20, 2003, 17:44: Message edited by: mlmbd ]

mlmbd January 21st, 2003 01:35 AM

Re: Wanted: Alpha testers for the AoW mod.
 
DL,

AoW v0.81.

20/01/03 - played to SD 2425.5

Ship Construction 3 40000 - no results.
Base Construction 1 200000 - no results.
Space Yards 1 200000 - no results.

No pic for EVA Access Hatch. It works, just no pic.

SD 2409.9 - Alien Device Discovered - An Alien device is discovered on planet 80 Uma IV. While attempting to study it, a student on the dig activates the device.

What does it do? Never mind. It is terra-former.

Really could use your email address!

I will get at it again tomorrow.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

dumbluck January 21st, 2003 02:56 AM

Re: Wanted: Alpha testers for the AoW mod.
 
Tesco: ??? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif Could you elaborate? Are you saying that no one is testing it?

I like the sig, by the way. Cute.

[ January 20, 2003, 12:57: Message edited by: dumbluck ]

tesco samoa January 21st, 2003 05:09 AM

Re: Wanted: Alpha testers for the AoW mod.
 
no sure... set up a game on pbw and a group of us can play test it... that way you can alter it ingame as we figure stuff out...

dumbluck January 21st, 2003 12:16 PM

Re: Wanted: Alpha testers for the AoW mod.
 
mumbles: Oh, did I forget to mention that the Image mod is required? http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif

Maybe I'm not understanding you correctly. Are you saying that you researched ship construction all the way to level 3 and never got any results from it? And what are the large numbers; are they the research cost?

Currently, Base Construction is an empty tech. I left it there because I have something in mind for it, I just haven't gotten it done yet.

Oh, and one more thing. Thanx. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tesco: I honestly don't have time to play in another PBW game. And there is the fact my modding time is pretty scattered... (A night this week, then none the next week, then a couple nights the next week, etc etc etc.)
edit: Actually, the more I think about this, the more I like the idea.

[ January 21, 2003, 10:49: Message edited by: dumbluck ]

Krsqk January 21st, 2003 05:08 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...
<font size="2" face="Verdana, Helvetica, sans-serif">Remember not to make the SY facility rates too low, or planets with SYs will build more slowly than planets without them (I knows this from experience, I does). http://forum.shrapnelgames.com/images/icons/tongue.gif

mlmbd January 21st, 2003 06:46 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, I have the Image mod installed. I am supposing this is in response to the 'no image' for the EVA hatch. Yes?

Quote:

Are you saying that you researched ship construction all the way to level 3 and never got any results from it?
<font size="2" face="Verdana, Helvetica, sans-serif">I got results to Level 3, then no results.

Quote:

And what are the large numbers; are they the research cost?
<font size="2" face="Verdana, Helvetica, sans-serif">Research costs, Yes!

Quote:

Currently, Base Construction is an empty tech. I left it there because I have something in mind for it, I just haven't gotten it done yet.
<font size="2" face="Verdana, Helvetica, sans-serif">OK, then I will stop reporting it as a 'Bug'! http://forum.shrapnelgames.com/images/icons/icon10.gif

Tesco has a good idea. Since it would be 'testing' you wouldn't need passwords. Could chat Online about all the results, etc.! Lots of diversity.

Test 0003, later today!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

tesco samoa January 22nd, 2003 01:19 AM

Re: Wanted: Alpha testers for the AoW mod.
 
no you create a game on pbw get the current mod as it is up there..

Set the game up so we can test it out as a normal game would go. Say 3 planet start with low tech level and low tech cost... ( make sure that all the advanced research traits are used by players... as it is a friendly game anyways and combat will only be to test out weapons.. ) Set it to Last player upload..

Everyone uses the game forum to dicuss what they like or do not like about the mod.

When there is a change to the data files you update the ones on the PBW site and get the admins to change the mod and run that turn manually.

Have about 6 players or so test out the mod...

That way the opinions are varried enough... And debates can occur...

ANd you will get lots of feedback...

Also testing this way will allow for your busy schedule as we can really pay attention to it...

tesco samoa January 22nd, 2003 01:21 AM

Re: Wanted: Alpha testers for the AoW mod.
 
Cause the mod will live or die on how it works on multi player game...

mlmbd January 25th, 2003 05:57 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL: AoW v0.81.

Game Date: 2413.5

Ship Construction Lv-6 | Cost-70000, No results. For Ship Construction 7, Turbo Lift.

Ship Construction Lv-8 | Cost 90000, no results.

Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.

Planetary Engineering Lv-2 | Cost 100000, No results.

tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

mlmbd January 26th, 2003 04:11 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, I will have another play test update later today.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Phoenix-D January 27th, 2003 12:04 AM

Re: Wanted: Alpha testers for the AoW mod.
 
The "no results" entries are probably the result of tech crossovers.

"tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!"

If there is no AI it will. The original idea of the Art of War mod was to make a better human-playable mod. AIs have to be taken into consideration when you build a mod, else getting them to use everything correctly is difficult or impossible.

Phoenix-D

dumbluck January 27th, 2003 12:57 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

Originally posted by mlmbd:
DL: AoW v0.81.

Game Date: 2413.5

Ship Construction Lv-6 | Cost-70000, No results. For Ship Construction 7, Turbo Lift.

<font size="2" face="Verdana, Helvetica, sans-serif">

Tech crossover with Applied PoliSci 1 gives the Officer's Mess. Tech Crossover with SY 2 should have yielded SY 6 facilities and components.

(BTW, Turbolift comes with level 8 in Ship construction. Level 7, crossed with Ship Capture weaps 3, grants the Small Arms Locker.)

Quote:

Ship Construction Lv-8 | Cost 90000, no results.
<font size="2" face="Verdana, Helvetica, sans-serif">

See above. The turbolift has no other tech requirements. I don't know why you didn't get it... Crossed with level 3 in Ship Yards, you should have gotten Ship Yards 8 (both the facility and the component).

Quote:

[Ship Construction Lv-9 | Recreation Room Crew Quarters looks like the same bmp as the Engineering Crew Quarters.
<font size="2" face="Verdana, Helvetica, sans-serif">

They are different pictures. Look closely. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Planetary Engineering Lv-2 | Cost 100000, No results.
<font size="2" face="Verdana, Helvetica, sans-serif">

This tech is a secondary requirement for the systemwide single resource production bonus facilities. (ie System Mineral Scanner). I'm planning on breaking Climate Control, Value Improvement, and Atmosphere ConVersion into 3 seperate trees. Climate control available under PE1, Value Improvement under PE2, and Atmosphere ConVersion under PE3.

Quote:

tesco, I don't think it quite as dramatic as all that. I do agree that testing by PBW is a really good idea. But, live or die! I think not!
<font size="2" face="Verdana, Helvetica, sans-serif">Alright, just out of curiosity, let's have a show of hands; how many people would be interested in joining a PBW alpha test of this mod?
(edit) Err, maybe you should just post that you would be interested, since I can't see into each of your individual homes/workplaces/wherever... http://forum.shrapnelgames.com/images/icons/icon12.gif

[ January 27, 2003, 11:01: Message edited by: dumbluck ]

mlmbd January 27th, 2003 01:27 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, I know there are different images. But you have to 'LOOK VERY CLOSELY' to see the difference. IMHO I don't think anyone should have to inspect a bmp for 10 mins to see if they all ready added a 'new' crew quarters.

mlmbd holds up his hand! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

mlmbd January 29th, 2003 06:05 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, are you going to make any changes to the mod for the Patch 3 v1.84?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

tesco samoa January 29th, 2003 07:09 PM

Re: Wanted: Alpha testers for the AoW mod.
 
P-D you need catchy Posts these days....

Quite catchy...

dumbluck January 30th, 2003 01:49 PM

Re: Wanted: Alpha testers for the AoW mod.
 
I don't know. Most of the weapons stuff is still just ideas on electronic paper right now. My next big project after playtesting what I've got now is to balance PDC/missles/fighters. I've got quite a few ideas about making fighters more effective.

mlmbd January 30th, 2003 11:47 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, so you don't have any changes, right now? I will start "Test 4" soon, using v0.81. Thanks!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

KirbyEF January 30th, 2003 11:52 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Dumbluck...

I have been play testing AOW v0.81 in SEIV Gold v1.78 and here are the results:

- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.

- Medical Bay II, III, IV and V are not special mounts like "Sick Bay".

- New Space Yards are discovered more than one at a time (got V & VI with the same research level-Space Yards II).

- AI players don't build ships.

- If you want the savegame file or wish to contact me via email: [email protected]

KirbyEF

dumbluck January 31st, 2003 12:45 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

Originally posted by kirbyef:
Dumbluck...

I have been play testing AOW v0.81 in SEIV Gold v1.78 and here are the results:

- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.

<font size="2" face="Verdana, Helvetica, sans-serif">

The System Names file came straight from the Eyecandy mod. I'm too lazy to make my own...

Quote:

- Medical Bay II, III, IV and V are not special mounts like "Sick Bay".
<font size="2" face="Verdana, Helvetica, sans-serif">
I debated long and hard about making the Medical Bays be Crew Areas (maintenance reducers). In the end, I chose not to because someone could put a Medbay 1, and a Medbay 2, AND a medbay 3 etc. on a ship to get extra maintenance reductions. Since they aren't Crew Areas, they don't get the CA mount. Medbays should still be stock. I think. Did I remember to reduce their size back to stock?

Anyway, I'm prolly going to take the Crew Areas mounts out in the next Version; I don't need them anymore.

Quote:

- New Space Yards are discovered more than one at a time (got V & VI with the same research level-Space Yards II).
<font size="2" face="Verdana, Helvetica, sans-serif">This is most likely a result of cross-referencing techs. SY 4, 5, and 6 require Space Yards 2 as well as the relevent Ship Construction tech. SY 7, 8, and 9 require SY 3 as well as the relevant Ship construction tech. If you researched Ship Construction 5 before researching SY2, you won't get new SY components/facilities.

Quote:

- AI players don't build ships.
<font size="2" face="Verdana, Helvetica, sans-serif">From the start, this has been a Humans Only mod. The AI is (quite literally) non-existant.

ALL: Ok. Thanks again for the playtesting, guys. I appreciate the bug reports. But I have noticed a distinct abscence of comments about the balance of the new economic model. I would really appreciate some, it's where my modding ability is probably the weakest.

Hopefully, I'll have time soon to examine the data that some of the testers have sent my way. After I get that done, (barring any glaring bug fixes), I plan on starting work on the next big project for this mod: Balancing the fighters/seekers/PDC issues. Now, if work would just stop scheduling overtime.... (not that I'm complaining about the paychecks... http://forum.shrapnelgames.com/images/icons/icon12.gif )

mlmbd February 1st, 2003 02:15 AM

Re: Wanted: Alpha testers for the AoW mod.
 
DL,
Quote:

But I have noticed a distinct abscence of comments about the balance of the new economic model. I would really appreciate some, it's where my modding ability is probably the weakest.
<font size="2" face="Verdana, Helvetica, sans-serif">What is the 'New' economic model?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Krsqk February 1st, 2003 03:06 AM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

- System names
- Do not like numbers in system names (especially numbers first in names, e.g. '80 Uma').
- Do not like system with long system names, e.g. 'Torcularis Septentrionalis'.
<font size="2" face="Verdana, Helvetica, sans-serif">On the subject of systems which have both of these:
I'm in a PBW game which happens to have a Double Double 7074 and a Double Double 7073 (or some close numbers like that). It's caused heart palpitations several times when I've read log events/forum postings about the one I'm not near (but mistaken it for the one I am near). The bad part--I just figured it out not, ~100 turns into the game. http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

dumbluck February 2nd, 2003 12:32 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Mumbles, Resource procurement has been modded. For example, Resource Extractors (mineral miners, etc) now have 10 research levels. Level 1 starts at ... 375/turn IIRC. The bonus facilities (mineral scanner, Robo factory, etc) have been modded somewhat as well (mainly in price and the bonus %)

Shipyards have been modded similarly. Your starting shipyard is ... er... slow, the SY component even slower. So you can't harvest as quickly, nor can you build as quickly.

I don't recall if the Research/Intel mods made it into v0.81, but if so, their point generation and costs have been modded as well.

mlmbd February 2nd, 2003 03:14 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, oh OK! Then yes I have noticed. I have started 'Remote' mining like crazy. I have an unbelievable about of all 3 resources. I will post the amounts, with my next report. I think that after Level 3 on each resources, it should cost more! I am about ready to start Test 4, so I will be more mindful of Shipyards, Research, Intel, along with everything else that you mentioned. I had noticed, just did not make note of it.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

KirbyEF February 2nd, 2003 10:15 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL -

Thanks for you responses to my findings...

1. Would it be possible for you to add AI to the game. I sure there are people out there that still enjoy a single player game.

2. I have enjoyed that mounts (and the decrease in maintenance). In Ref. to the Medical bay.... I wonder if it's possible to only allow 1 medical bay (whichever level you want) on a ship at one time, thus stopping the over use.

3. If you want I can send you a less confusing System Names List.

4. Have a good one.

KirbyEF

dumbluck February 3rd, 2003 01:41 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

Originally posted by kirbyef:
DL -

Thanks for you responses to my findings...

1. Would it be possible for you to add AI to the game. I sure there are people out there that still enjoy a single player game.

<font size="2" face="Verdana, Helvetica, sans-serif">

As I said before, from the very beginning of this mod, the AI was conceded. The reason was that there are things that have been and will be done that the AI just can't handle.

Quote:

2. I have enjoyed that mounts (and the decrease in maintenance). In Ref. to the Medical bay.... I wonder if it's possible to only allow 1 medical bay (whichever level you want) on a ship at one time, thus stopping the over use.
<font size="2" face="Verdana, Helvetica, sans-serif">

The problem is that the game doesn't recognize that Medbay 1 is practically the same as Medbay 2. Even when they both have the "limit one per ship" tag, the game reads this to mean that it can only have one Medbay 1 AND only one Medbay 2 AND only one Medbay 3, etc etc etc. To my knowledge, this hasn't been fixed recently.

Quote:

3. If you want I can send you a less confusing System Names List.
<font size="2" face="Verdana, Helvetica, sans-serif">

You are more than welcome to make any suggestions you wish. If you want to go to the trouble of making an Improved systemnames.txt for this mod, cool. I'll probably use it, as long as you give me a brief discription of what has been changed with the file. (and in regards to the systemnames.txt file, make sure that it has at least 500 names. I get tired of seeing the same names in every game. 500 system names gives at least SOME variety...)

Quote:

4. Have a good one.

KirbyEF

<font size="2" face="Verdana, Helvetica, sans-serif">I'll try. http://forum.shrapnelgames.com/images/icons/icon12.gif

Phoenix-D February 4th, 2003 01:10 AM

Re: Wanted: Alpha testers for the AoW mod.
 
The problem is that the game doesn't recognize that Medbay 1 is practically the same as Medbay 2. Even when they both have the "limit one per ship" tag, the game reads this to mean that it can only have one Medbay 1 AND only one Medbay 2 AND only one Medbay 3, etc etc etc. To my knowledge, this hasn't been fixed recently."

This isn't a bug. If they aren't in the same family, they aren't considered the same type.

You can fix this my making them the same family. This will force the one-per-ship restriction to work. Then all you have to do to make them show up normally is put another component between the med bays (make sure its something that will be discovered before the med bays are).

Phoenix-D

dumbluck February 4th, 2003 12:23 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

Originally posted by Phoenix-D:
...Then all you have to do to make them show up normally is put another component between the med bays (make sure its something that will be discovered before the med bays are).

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">You lost me on this part. So, if Medbays all have the same family # (I thought that they did by default), then the "only one per ship" tag will work? I thought that the family number would only affect the "show only latest" feature.

But what is this about a different component? So, if I make the tech levels like this:

Med tech 1: sick bay
med tech 2: Medbay 1
med tech 3: Medbay 2
med tech 4: Medbay 3
etc.
etc.
etc.

then that will make the only latest tag work??? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif I don't see why sticking the sickbay at the start of the tree would make a difference.

Edit: duh. You meant like this:

Medtech 1: Medbay 1
Medtech 2: sickbay 1
Medtech 3: Medbay 2
Medtech 4: Sickbay 2
etc.
etc.
etc.

I honestly still don't see how this would make a diffenence, though. All I've got now are 2 components that the player can place multiple tech levels of on his ships, instead of just 1. http://forum.shrapnelgames.com/images/icons/icon9.gif

Maybe I'm just not smart enough for all this modding stuff. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 04, 2003, 10:26: Message edited by: dumbluck ]

mlmbd February 4th, 2003 11:09 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL: AoW v0.81. - 'Test 0004' 184

Game Date: 2407.0

I have noticed that recouces are really tough to come by. Until this turn I have been building with 'lack of resources'; the past 40 turns. If the 'AI' was active I would have already bought it.

Star Date: 2409.0

Resourse Production Per Turn

From Colonies: min:38710 org:22245 rad: 19424
Maintenance : 5382 1027 1190
Const Q Usage: 24025 10855 11680
____________________________________
Total : 29407 11882 12870

Net Resourses: +10270 +10477 + 6667

Current Total: 170,000 50,000 41,717

Report on the game 'Test 0003 184' Later today or tomorrow.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Phoenix-D February 5th, 2003 12:17 AM

Re: Wanted: Alpha testers for the AoW mod.
 
dumbluck: When SE4 is sorting and deciding which components are related, nothing matters except the family number.

Medtech 1: Medbay 1
Medtech 2: sickbay 1
Medtech 3: Medbay 2
Medtech 4: Sickbay 2

It doesn't matter where they are in the tech tree, only in the components file.

Ah, heck, I'll just download the most recent Version you posted and show you. http://forum.shrapnelgames.com/images/icons/icon7.gif

EDIT: umm..they are all the same family right now. So putting a one per vehicle tag on them all means you can only put one- of any type- on the ship. Works fine. I have a components.txt file to show you what I mean, but my ISP won't upload..

Phoenix-D

[ February 04, 2003, 23:00: Message edited by: Phoenix-D ]


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