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December 22nd, 2003, 02:48 AM
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BANNED USER
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Re: New SJ mod
Will you be including a system for repair sats?
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December 22nd, 2003, 03:33 AM
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Shrapnel Fanatic
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Re: New SJ mod
Well, of the things in that list,
I know I came up independently with:
QNP
Finite repairs
Supershort GC
Leaky Shields/Armor
I know others came up with:
PD Fighters
Tech Gridding
Mixed/Unsure stuff:
Partial Mines
Planetary Bombardment
Hero/Cannon Fodder ships system
I certainly don't want to claim its all original ideas, and if you've already started something very similar, do let me know now before I get started.
[ December 22, 2003, 02:59: Message edited by: Suicide Junkie ]
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December 22nd, 2003, 05:32 AM
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Shrapnel Fanatic
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Re: New SJ mod
Some numbers I've come up with so far:
Maintenance = Constant
Cost = Size 3
Ship size : build cost multiplier : maintenance multiplier code:
200 : 1 : 1000
400 : 4 : 125
600 : 9 : 37
800 : 16 : 15.6 (16)
1000 : 25 : 8.0
1200 : 36 : 4.6 (5)
1400 : 49 : 3.0
1600 : 64 : 1.95 (2)
1800 : 81 : 1.37 (???) (multiply all by 3, maybe)
2000 : 100 : 1.00
For Cost=Size2
Ship size : build cost multiplier : maintenance multipliercode:
200 : 1 : 100
400 : 2 : 25
600 : 3 : 11.1
800 : 4 : 6.25
1000 : 5 : 4.0
1200 : 6 : 2.77
1400 : 7 : 2.04
1600 : 8 : 1.56
1800 : 9 : 1.23
2000 : 10 : 1.00
[ December 22, 2003, 03:33: Message edited by: Suicide Junkie ]
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December 22nd, 2003, 08:08 AM
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Brigadier General
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Re: New SJ mod
I'd like to see kamikazies more affective and used by the AI, espeically with fitrs... movable bases like in Delvemod, mount variations as well, my 2 bits
just some ideas Mac
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December 22nd, 2003, 03:05 PM
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National Security Advisor
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Re: New SJ mod
Quote:
Originally posted by Ed Kolis:
you could always use my Colony Tech Mod (prevents cheesy colony tech trading between empires of different planet types)...
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Cheesy Colony Tech? What is that? I've only seen rock, ice, and gas. And why would you want to restrict players from trading Cheesy Colony Tech?
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December 22nd, 2003, 06:13 PM
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Shrapnel Fanatic
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Re: New SJ mod
I was not planning to support AI in this mod... many of the changes would be nearly impossible to handle.
Cranking the storage space is a good option...
Using the my popmodifiers file (peak resource production at 500m) would also make domed colonies very useful.
I hadn't planned anything about colonization until now:
- I'm thinking gritty tech, so I'm going to look into making the colonization techs unchoosable racial traits... Your home planet choice should (untested) force the pickup of one colony tech even though its racial, and you then wouldn't be able to trade OR research the others.
I'm also thinking it would be good to have rock/ice shared colony techs, with your off-colony costing 10x more (in rads for heating/cooling) than the home surface type.
Gas giant colonies would be cranked way up in size to keep it fair. 50 facilities on a huge breathable, gobs of population, etc.
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December 22nd, 2003, 06:55 PM
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General
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Re: New SJ mod
Quote:
Cheesy Colony Tech? What is that? I've only seen rock, ice, and gas. And why would you want to restrict players from trading Cheesy Colony Tech?
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Don't want to give them any more incentives to nuke Narf's homeworld
Quote:
Gas giant colonies would be cranked way up in size to keep it fair. 50 facilities on a huge breathable, gobs of population, etc.
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Fair? I don't know WHAT would be fair in this mod... if you don't even have a hope of colonizing foreign planet types, that means that if everyone but 1 player picks rock, say, that 1 player will have a MASSIVE advantage, having no competitors for colonization... I'd think it would be better to at least allow colonization of really foreign planet types... maybe for rock natives: rock cost = 1x, ice cost = 5x, gas cost = 20x; ice natives: rock cost = 5x, ice cost = 1x, gas cost = 20x; gas natives: rock/ice cost: 10x, gas cost: 1x?
And in order to make huge gas planets get extra population & facility space, wouldn't you need to either give that to huge rock/ice planets as well, or prevent rock/ice planets from being huge? (Which is actually something I was thinking of as a mod idea... if gas giants can't be small, why can rock and ice planets be huge? A ball of rock the size of Jupiter would likely (I haven't done any calculations) be hot enough at its core to be a brown dwarf, not a planet!)
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December 22nd, 2003, 07:19 PM
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First Lieutenant
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Re: New SJ mod
A cool thing from the fantasy mod was to give each ship hull its own research branch. For example, in this mod, after you discover "Frigates" through regular Ship Construction research, you could open up a branch of research called "Frigate Improvements". Improvements could be along the lines of cheaper hulls, slighter bigger hulls, more engines allowed, higher defense/offense, hull specific mounts, etc etc...
Should fit well with your tech gridding you're already planning...
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December 22nd, 2003, 07:21 PM
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Shrapnel Fanatic
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Re: New SJ mod
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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December 22nd, 2003, 08:19 PM
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General
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Re: New SJ mod
Quote:
Originally posted by spoon:
A cool thing from the fantasy mod was to give each ship hull its own research branch. For example, in this mod, after you discover "Frigates" through regular Ship Construction research, you could open up a branch of research called "Frigate Improvements". Improvements could be along the lines of cheaper hulls, slighter bigger hulls, more engines allowed, higher defense/offense, hull specific mounts, etc etc...
Should fit well with your tech gridding you're already planning...
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Except that hulls, like mounts, can't be obsoleted... darn, who wants to start an open-source project and steal - uh, incorporate - all the best ideas from SE4 and all our other favorite 4X (and 5X ) games? Nah, we'd constantly be arguing over whether to use warp point movement or free movement, or maybe a combination of both...
Still, I'd like to do it, if there's enough support... except then we might end up taking away all of Malfador's customers should we ever get anything playable...
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