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  #41  
Old February 1st, 2003, 02:15 AM
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Default 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.
What is the 'New' economic model?

mlmbd
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  #42  
Old February 1st, 2003, 03:06 AM
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Default 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'.
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.
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  #43  
Old February 2nd, 2003, 12:32 PM

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Default 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.
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  #44  
Old February 2nd, 2003, 03:14 PM
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Default 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.

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  #45  
Old February 2nd, 2003, 10:15 PM
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Default 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
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  #46  
Old February 3rd, 2003, 01:41 PM

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Default 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.


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.


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.


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
I'll try.
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  #47  
Old February 4th, 2003, 01:10 AM

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Default 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).

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  #48  
Old February 4th, 2003, 12:23 PM

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Default 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
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??? 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.

Maybe I'm just not smart enough for all this modding stuff.

[ February 04, 2003, 10:26: Message edited by: dumbluck ]
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  #49  
Old February 4th, 2003, 11:09 PM
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Default 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.

mlmbd
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  #50  
Old February 5th, 2003, 12:17 AM

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Default 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.

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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