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  #11  
Old August 21st, 2006, 01:54 AM
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Default Re: The Ages of Space Empires

I forgot there was no way to define what techs you get for a High Tech start. Oh well, it's not vital to the mod, but it woulda been fun.
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  #12  
Old August 21st, 2006, 05:29 AM
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Default Re: The Ages of Space Empires

That would be a very...interesting game. Rather like the chinese curse.
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  #13  
Old August 21st, 2006, 09:34 AM

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Default Re: The Ages of Space Empires

One suggestion I have is to make the Age Technologies dependent on researching other techs. Similar to how it is done in M$ Age of Empires. So in order to advance to AI age you have to have X lvl nukes, Y ship construction, Z research or some such. Otherwise there is to great a temptation to just blast through the Age researches. In Age of Empires it was generally felt that a player who fully developed each age was able to hold on (barely) against one who raced 2 ages above.
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  #14  
Old August 21st, 2006, 01:17 PM
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Default Re: The Ages of Space Empires

Yep. that's exactly how Age research will work
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  #15  
Old August 21st, 2006, 03:40 PM
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Default Re: The Ages of Space Empires

Ages, eh? Reminds me of Anacreon... too bad SE4/5 won't let planets have individual tech levels no greater than the overall level of your empire... that would be sweet - only the most developed worlds could build your fanciest ships... however, MOO3 did something not quite the same but similar which might be replicable SE5 (maybe even SE4 in some scaled down fashion) - each hull size required an additional type of spaceyard be present on the planet, so for instance a Cruiser might require 5 types of yards, while a Battleship might require 7. I imagine something like this could be done in SE by means of spaceyard expansions with quadratically growing growing build rates and exponentially growing costs, tweaked with the right factors (e.g. rate 1K, 4K, 9K, 16K; cost 1K, 5K, 25K, 125K)
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Old August 21st, 2006, 04:31 PM
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Default Re: The Ages of Space Empires

Quote:
Ed Kolis said:
Ages, eh? Reminds me of Anacreon... too bad SE4/5 won't let planets have individual tech levels no greater than the overall level of your empire... that would be sweet - only the most developed worlds could build your fanciest ships... however, MOO3 did something not quite the same but similar which might be replicable SE5 (maybe even SE4 in some scaled down fashion) - each hull size required an additional type of spaceyard be present on the planet, so for instance a Cruiser might require 5 types of yards, while a Battleship might require 7. I imagine something like this could be done in SE by means of spaceyard expansions with quadratically growing growing build rates and exponentially growing costs, tweaked with the right factors (e.g. rate 1K, 4K, 9K, 16K; cost 1K, 5K, 25K, 125K)
This would be quite cool if we can do this...certainly make particular Spaceyards more important than others...
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  #17  
Old August 21st, 2006, 07:11 PM
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Default Re: The Ages of Space Empires

Sounds very interesting. I just hope you don't really find a way to make it a RTS game. I hate those. I'm not a teenager who can grasp the situation while it's happening and commence the correct commands at a moment's notice. I'm old school, and like playing by turns. But I'd like to see your mod in action once you complete it.
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  #18  
Old August 22nd, 2006, 04:30 PM

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Default Re: The Ages of Space Empires

This sounds like an awesome mod, I will definitely check it out when it is released
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  #19  
Old August 23rd, 2006, 06:27 PM
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Default Re: The Ages of Space Empires

Quote:
Ed Kolis said:
Ages, eh? Reminds me of Anacreon... too bad SE4/5 won't let planets have individual tech levels no greater than the overall level of your empire... that would be sweet - only the most developed worlds could build your fanciest ships... however, MOO3 did something not quite the same but similar which might be replicable SE5 (maybe even SE4 in some scaled down fashion) - each hull size required an additional type of spaceyard be present on the planet, so for instance a Cruiser might require 5 types of yards, while a Battleship might require 7. I imagine something like this could be done in SE by means of spaceyard expansions with quadratically growing growing build rates and exponentially growing costs, tweaked with the right factors (e.g. rate 1K, 4K, 9K, 16K; cost 1K, 5K, 25K, 125K)
Easy.
Age 1 yard:
- Build rate of 2000/1/1
Age 2 yard:
- Build rate of 2000/1/2000
Age 3 yard:
- Build rate of 2000/2000/2000

If you want to get fancier and not require backwards compatibility with old age tech, you can have 7 yard levels.
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  #20  
Old August 24th, 2006, 03:35 PM
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Default Re: The Ages of Space Empires

That might be too confusing for players (not to mention the AI.) I've been giving some thought to what kind of construction scheme Ages should have. I think it will be much like Stock SE4, except orbital space yards will have greater construction capacity than planetary ones.

(doesn't make sense to build a space dreadnought on land)
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