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February 20th, 2004, 03:36 AM
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Sergeant
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Join Date: Jan 2003
Location: Southern California
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Re: "The Miner\'s Guild" Mod discussion thread.
Wait, what Version is that again?
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February 20th, 2004, 04:08 AM
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General
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Join Date: May 2002
Location: Canada
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Re: "The Miner\'s Guild" Mod discussion thread.
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February 20th, 2004, 05:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: "The Miner\'s Guild" Mod discussion thread.
Hmm, bit of a problem.
I, naturally, played without remote mining, and I've survived to the third decade while building up an, IMO, decent economy.
Just had my first fight with fighters, and well, the AI can't shoot at my fighters...
It was a total slaughter.
The PDCs only go after missiles... and the APBs are looking at 1% accuracy at best.
Is there any hope for the AIs to develop anti-fighter weapons?
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Things you want:
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February 20th, 2004, 09:57 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: "The Miner\'s Guild" Mod discussion thread.
which AI was that?
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February 20th, 2004, 11:41 AM
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Corporal
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Join Date: Jul 2003
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
Originally posted by Puke:
wow, neat. I used to love miner 2049er.
you know, its awfully easy to make profitable ships with this thing - ones that do not even require mining. the maintenance reduction is so high for some of the hulls, a little race bonus should put you over the top.
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I tried to make a Talisman fighting ship out of the "mining base" hull, but there was so little space left over for decent weapons after I'd added the Talisman, EMC and reflective and stealth armor, and it was so slow, that I thought I'd rather build a big battleship or dreadnaught and pay oodles more in upkeep than have to build an equivalently effective swarm of those converted miners. They could be useful as defense ships though.
I think that 5% or so is the least you can pay in upkeep on a ship under any conditions.
I often start with a few pre-created AI empires as well as random ones just to ensure I will play against the United Floral and the Space Monsters for example. The empires folder is empty and the devnull ones won't work as has been mentioned above. In quickstart (not that ANYONE EVER uses that,) the Spelunkers have a description identical to the Praetorians (which kind of seems to fit, but still.) I've converted the splash screen to a bitmap of the appropriate size, but can't see it (launching from modpicker.) That's probably just me doing something wrong like placing it in the wrong directory. For a mod that's nearly the size of Devnull (27Mb) I just expected more. Why don't you have someone create and playtest a few AI empires and add them to the next Version?
Also, the menu buttons are a bit too flashy for my taste. It would probably be less jarring without that "shiny gloss" effect. Asteroid images fit the theme though, and it's frightening that they can go over 300% Three or four starbases can probably supply my entire empire for a while.
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I am not presently at liberty to divulge that information, as it may compromise our agents in the field.
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February 24th, 2004, 01:27 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: "The Miner\'s Guild" Mod discussion thread.
I like the buttons you did for the mod, but why not expand them to include the rest of the orders?
...and perhaps increase the "glow" for the activated ones.
[ February 24, 2004, 22:09: Message edited by: Captain Kwok ]
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February 24th, 2004, 01:37 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: "The Miner\'s Guild" Mod discussion thread.
Quote:
I think that 5% or so is the least you can pay in upkeep on a ship under any conditions.
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Not quite. You have a minimum of 5% base maintenance rate from racial traits and culture. But, component and vehicle abilities (as well as facilities) can lower the maintenance paid for a ship well below 5%. Even to 0, or a negative amount!
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