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  #41  
Old December 31st, 2002, 12:20 AM
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Default Re: grit-tech

Quote:
in most cases, a single component represents an entire component family, and all levels beyond the first have yet to be created.
If I get it done in time, you could make use of my tech gridder to pump out the extra tech levels in a jiffy.
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  #42  
Old December 31st, 2002, 12:32 AM
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Default Re: grit-tech

cool. Krsqk was good enough to make me extra tech levels for the Junkyard Mod, with his K-editor. but i am obviously to incompetant to figure out how it works. I would love to have a user friendly utility to tweak tech levels with. i could even expand tech levels that i was not planning on putting effort into expanding.
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  #43  
Old December 31st, 2002, 01:09 AM
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Default Re: grit-tech

Did you try DavidG's modding program?
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  #44  
Old December 31st, 2002, 01:29 AM
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Default Re: grit-tech

yes, i have used that alot, and like it a great deal. it is not as usefull for creating bulk quantities of components for tech progression. the K-editior supposedly let you put in a formula for progression and a number of tech levels, and it would create more components that progressively improved as tech got better.
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  #45  
Old December 31st, 2002, 11:40 PM
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Default Re: grit-tech

as promissed, Version 0.11 for the new year:

1041370616.zip

some things fixed and changed. now with a bug-free startup. most facilities now consume organics, engines have been re-balanced. the weapon list is now mostly complete, but still needs to have the tech grid filled out for each Category. many tweaks and changes. take a look, if you are not too busy plotting revenge against me for snagging the 2000th cantina post.
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  #46  
Old January 1st, 2003, 06:13 AM
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Default Re: grit-tech

Puke, if you'd like some help with the K-Editor, send me an email or PM. I also have a new Version which I haven't posted yet; this clears up a few things and kills a couple of squishy bugs.
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  #47  
Old January 1st, 2003, 10:26 AM
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Default Re: grit-tech

Krsqk, you need some sort of help documentation in the K-Editer.
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  #48  
Old January 1st, 2003, 10:09 PM
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Default Re: grit-tech

Looks pretty cool, mind if I offer a few comments [evil grin]

Shouldn't spinal mounts have - to hit chance? they are not as rotatable! and how about adding turret mounts that have + to hit chance?

No hardened/cheap auxiliary control?

Why are ship-based spaceyards inconsistent in their increase of construction rate between several of the same type? (2000/2250/3000 or something like that for Large spaceyards)

Cargo pod I has 40 kt structure, others have 20

Cargo pod iii is identical to cargo pod ii?

Why do all engine mounts have same tonnage structure? a dreadnought's engine is bigger but has the same hitpoints as a frigate's engine???

Alloy atmor should be composed of minerals and maybe some rads, while polymer and composite should contain organics - alloys are made of metal while polymers are made of organic materials

Why is the regular old fusion missile better than the fusion laser missile?

Your facilities that consume organicss, wouldn't the consumption be affected by the planet's value?

No organic megaplexes?

How is a light carrier any better than a destroyer? Oh boy, it's 250 minerals cheaper! Now everyone knows I'm using fighters!
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  #49  
Old January 2nd, 2003, 12:30 AM
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Default Re: grit-tech

Quote:
Originally posted by Ed Kolis:
Looks pretty cool, mind if I offer a few comments [evil grin]


thank you for the feedback, glad to have it!

Quote:
Shouldn't spinal mounts have - to hit chance? they are not as rotatable! and how about adding turret mounts that have + to hit chance?
sure they should, its being added to the fixit list now.

Quote:
No hardened/cheap auxiliary control?
not yet. i was thinking that having an aux control was a redundant system in its self, and if someone wanted different Versions of them, they could be purchased via quality mounts. do you think hardened/cheap aux controls are needed?

Quote:
Why are ship-based spaceyards inconsistent in their increase of construction rate between several of the same type? (2000/2250/3000 or something like that for Large spaceyards)
gues it needs to be fixed. I put it together in a hurry.

Quote:
Cargo pod I has 40 kt structure, others have 20
oops

Quote:
Cargo pod iii is identical to cargo pod ii?
actually its cheaper. there are a few instances where the second level of an item provides full space efficiency, and the third level reduces cost. I can make it more consistant by making the second instance less space efficient, and make the costs consistant across the board.

Quote:
Why do all engine mounts have same tonnage structure? a dreadnought's engine is bigger but has the same hitpoints as a frigate's engine???
yeah, i guess that should be fixed.

Quote:
Alloy atmor should be composed of minerals and maybe some rads, while polymer and composite should contain organics - alloys are made of metal while polymers are made of organic materials
I really didnt want components (except maybe for controll components) to cost organic maintenance. and besides, polymers are made out of carbons, which only happen to be associated with organics. the can be made without them. I am thinking of putting a small organic requirement on crew quarters / life support, so that there will actually be a consequence for running out of organics in the game.

Quote:
Why is the regular old fusion missile better than the fusion laser missile?
weapons are not quite tuned yet. I was thinking of balancing these by reducing the mass of laser missiles, and maybe reducing the speed of nuclear missiles. also, i planned on having higher levels of laser warheads increase a great deal in damage, while nuclear warheads would deliver a consistant damage but improve in range and durability as tech progressed.

Quote:
Your facilities that consume organicss, wouldn't the consumption be affected by the planet's value?
yep. this can be explained by technical hand-waiving. some planets conditions or resources require larger or smaller investments in organics to keep their facilities running.. or something like that.

Quote:
No organic megaplexes?
theres not? well, shoot. one more for the list.

Quote:
How is a light carrier any better than a destroyer? Oh boy, it's 250 minerals cheaper! Now everyone knows I'm using fighters!
due to the low resource cost of hulls compared to the components that go inside them, it will be tough coming up with a compelling advantage for the light carrier. I could make it even cheaper, but it would not have a significant advantage, even if the hull was free. maybe all carriers could have a defensive bonus and an offensive penalty?
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  #50  
Old January 2nd, 2003, 01:04 AM
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Default Re: grit-tech

Quote:
actually its cheaper. there are a few instances where the second level of an item provides full space efficiency, and the third level reduces cost. I can make it more consistant by making the second instance less space efficient, and make the costs consistant across the board.
Try to avoid increasing the size of a more advanced Version of a comp whenever possible. It forces people to have to redsign the ship when hitting the Upgrade button. Smaller ships are fine, as you can just add another armor or something.
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