Re: Simplicity Mod (alpha 0.99 is out)
I don't have a site for the game. I've played it a bit, and it still needs a lot of tweaking. The economics and weapons are still in need of balance.
I uploaded the mod to a site I use for other purposes, I guess I can fix that up tonight.
And the game starts with every empire as extremely limited in resources. Its got a rather different dynamic than any other mod I've played. Playing against myself, both empires almost ran out of organics a few times.
Urendi: I've never played SE3. This isn't strictly a Se2 mod, I just want to see how well balanced it can be, and how well the AI can be without cheating. Also I hope keeping well experienced ships around will be a worthwhile tactic.
Do you guys think Bases should be added back in?
For weapons I have:
Phased Polaron Beam (low damage, skips shields)
Space Cannon (no research cost, only one level)
Shard Cannon (Like PPB for armor, not racial now)
Missiles (powerful, but stopped by two ways)
Point Defense (stops missiles)
Anti-Proton Beam (longest range normal weapon, high tech levels)
Meson BLaster (short range high damage)
Null Space Weapon (low low damage, skips shield and armor)
All techs are available from the start. Armor and Shield both provide weapons and armor or shielding. Armor is more efficient by kiloton, but doesn't have the advantages of shielding (shields recharge after combat, destroyed armor doesn't)
For supply, quantum reactor is gone, but solar collectors still exist.
Ship sizes:
Escort
Frigate
Destroyer
Cruiser
Battlecruiser
Battleship
[ November 03, 2003, 15:01: Message edited by: civ2buf ]
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