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  #51  
Old February 5th, 2003, 03:38 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL,
Quote:
Like I said before, I was afraid I might have got a little overzealous with the resource extraction modifications....
Perhaps at the beginning. But some where (I will keep close track with this Test game) it get balanced. Then reverts back. All of this with 'Test 0004' I will be more mindful of.

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  #52  
Old February 5th, 2003, 04:09 PM

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Default Re: Wanted: Alpha testers for the AoW mod.

That's easy to fix! I'll just have to decrease the difference per level of the resource extractors (I figured them by subtracting from the default maximum levels) while at the same time, increasing the research costs. That way the lower levels yield more resources, but the higher levels take longer to research.

Also, I've already retooled the facility costs. Now level two Miners cost more than level 1 miners, all the way up the tech tree. So that will help a lot, too. (level 9 is considerably more expensive than level 1!)

Now I just have to extend those facility cost modifications to all the other facilities...

edit: My keyboard can't spell!

[ February 05, 2003, 14:12: Message edited by: dumbluck ]
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  #53  
Old February 6th, 2003, 02:02 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

P-D: Really? I could have sworn it didn't work that way... Cool. Goodbye, sickbay...

mumbles:
Quote:
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.
Like I said before, I was afraid I might have got a little overzealous with the resource extraction modifications....

[ February 05, 2003, 12:04: Message edited by: dumbluck ]
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  #54  
Old February 6th, 2003, 07:19 AM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL: AoW v0.81. - 'Test 0003' 184

Game Date: 2419.0

Research;
I am at Mineral Extraction 6. Researhing Min Extraction 7. Expected results: Tech: Advanced Mineral Scanners, Componet: Robo-Miners VII and Facilities: Mineral Miner Facilities VII.

At Organic Extraction 3; I got Organic Farm Facilities IV and Robo-Farmers V. I am at Organic Extraction 4; Expected results: Componets: Robo-Farmers V and Facilities: Organic Farm Facilities V.

With Rad 3 I got Robo-Rad's IV.

System Citizen Databank: Reaearching: System Citizen Databank Lv 2; Expected Results: None; Cost - 80,000.

System Citizen Databank: Reaearching: System Citizen Databank Lv 2; Expected Results: System Citizen Databank III; Cost - 120,000.

System Citizen Databank: Reaearching: System Citizen Databank Lv 3; Expected Results: System Citizen Databank III; Cost - 120,000.

System Citizen Databank: Reaearching: System Citizen Databank Lv 4; Expected Results: System Citizen Databank IV; Cost - 160,000.

System Citizen Databank: Reaearching: System Citizen Databank Lv 4; Expected Results: System Citizen Databank IV; Cost - 160,000.

System Citizen Databank: Reaearching: System Citizen Databank Lv 5; Expected Results: System Citizen Databank V; Cost - 200,000.

Advanced Mineral Scanners: Researching: Advanced Mineral Scanners Lv 0; Expected Results: System Mineral Scanner I, System Mineral Scanner II, System Mineral Scanner III; Cost - 40,000.

Advanced Mineral Scanners: Researching: Advanced Mineral Scanners Lv 1; Expected Results: None; Cost - 80,000.

Advanced Mineral Scanners: Researching: Advanced Mineral Scanners Lv 2; Expected Results: None; Cost - 120,000.

Advanced Mineral Scanners: Researching: Advanced Mineral Scanners Lv 3; Expected Results: None; Cost - 120,000.

Resourse Production Per Turn (at the beginning of the turn)

From Colonies : min: 378,713 org: 236,722 rad: 229,684
From Trade : 0 0 0
From Tariffs : 0 0 0
From Remote Mining : 320,565 139,940 126,169
_________________________________________
Total : 699,278 376,662 355,853

Resourse Expenses Per Turn (at the beginning of the turn)
Tariffs : 0 0 0
Maintenance : 270,989 70,350 82,126
Const Q Usage : 356,776 150,857 179,067
_________________________________________
Total : 627,765 221,207 261,193

Net Resourses : +71,513 +155,455 + 94,660

Resources in Treasury
Current Total : 114,429 1,090,000 1,090,000

That's it for "Test 0003 184"

I will post results from "Test 0004", tomarrow.

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  #55  
Old February 7th, 2003, 12:00 PM

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Default Re: Wanted: Alpha testers for the AoW mod.

Thanx for the report. I'll see what I can do about the bugs.
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  #56  
Old February 7th, 2003, 01:30 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, you are most Welcome! I will have another report later today, 'Test 0004'.

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  #57  
Old February 8th, 2003, 04:18 AM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL: AoW v0.81. - 'Test 0004' 184

Game Date: 2415.0

Ship Construction: Level 3 - cost 40,000 - expected results-None - - Nothing
Ship Construction: Level 4 - cost 50,000 - expected results-None - - Nothing
Ship Construction: Level 5 - cost 60,000 - expected results-Off's Mess. Got - Off's Mess
Ship Construction: Level 6 - cost 70,000 - expected results-None - - Nothing
Ship Construction: Level 7 - cost 80,000 - expected results-Turbolift - Turbolift
Ship Construction: Level 8 - cost 90,000 - expected results-Rec Room - Rec Room

How about making crew quarters with traning ability. Instead of planet based. Say Crew Training Quarters I, Crew Training Quarters II and Crew Training Quarters III. For CTQ I a 1% a turn increase up to ?%, CTQ II 2% a turn increase up to ?% and CTQ III 3% a turn increase up to ?%. Just a thought.

Here is the text file for the rest:
1044670427.zip

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  #58  
Old February 17th, 2003, 01:58 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, I will be testing again, starting tomorrow. I had a shipset to finish for someone! Sorry for the delay!

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  #59  
Old February 18th, 2003, 04:48 PM
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Default Re: Wanted: Alpha testers for the AoW mod.

DL, I understand. I will do the testing. But a little less vigor. Until you can start modding again!!

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  #60  
Old February 19th, 2003, 02:21 AM

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Default Re: Wanted: Alpha testers for the AoW mod.

No problem. I appreciate all your work.

I probably won't have much time for modding until mid-march. It looks like my weekends are going to be full of Overtime at work until then.

/rant
stupid management can't figure out that when a customer makes an order, it might be a good idea to manufacture the product sometime BEFORE the day it's supposed to ship.... grumble grumble grumble
/rant
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