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July 23rd, 2001, 10:33 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Basic Tech Mod Info
It's finally here! Well, sort of.
Beta Version .75 is officially released. Currently known restrictions include:
- Due to major tech tree changes/reductions, the AI currently does not work with this mod. If anyone is interested in modifying stock AIs for this mod, please contact me via e-mail or ICQ.
- This is a beta Version. I have attempted to squash all bugs, but that does not mean I have been successful.
- This is still a beta Version. Not everything is balanced, and it is possible I have overlooked a severe imbalance. Should you find a problem or if you have any suggestions, please contact me.[/list]Current features include, but are not limited to:
- Drastically reworked tech tree, including several research "grids," allowing for near-infinite variety in research paths (okay, not quite near-infinite)
- Several tech branches with multiple requirements, forcing multi-layered research
- P&N v2.0 style propulsion, extended for fighters
- Reworked satellite sizes, including two new Stealth Satellite sizes
- Reworked mines, including detectable mines, two Stealth Mine sizes, and Seeker Mine Warheads
- Several different "flavors" of most weapon types, including extended range, heavy duty, high accuracy, etc.[/list]
Again, feedback is requested. Download and enjoy!
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"The Unpronounceable" Krsqk
Basic Tech Mod
--Basic Tech Mod v.75
--Changes list
[This message has been edited by Krsqk (edited 23 July 2001).]
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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July 23rd, 2001, 07:51 PM
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National Security Advisor
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Re: Basic Tech Mod Info
I looked over the file briefly, and it seems that for each improved missile warhead, you kept the same name. Right? Anyway, it might be a good idea to have SOME indication of what happened..lest people think they just got a duplicate tech.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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July 24th, 2001, 06:49 AM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: Basic Tech Mod Info
Just checked out the mod and noticed one thing - ion engines are way to fast. In real life ion engines produce about the same thrust as you would feel when holding a piece of paper in your hand. What makes ion engines usefull is that they use very little feul and in space thrust is cumulative.
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Captain, I found your pants.
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July 24th, 2001, 06:54 AM
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National Security Advisor
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Re: Basic Tech Mod Info
Yah, but in SE4 thrust *isn't* cumulative..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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July 24th, 2001, 08:45 AM
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Lieutenant Colonel
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Re: Basic Tech Mod Info
quote: I looked over the file briefly, and it seems that for each improved missile warhead, you kept the same name. Right? Anyway, it might be a good idea to have SOME indication of what happened..lest people think they just got a duplicate tech.
Would it be better to do it the way I did the armor? I.e., Cap. Ship Missile I (1) ? The problem I ran into there was that, with three tech reqs, I'd need a Foobar I (1)(a) type system. Seemed kind of messy; but I'll give 'er a try. quote: Just checked out the mod and noticed one thing - ion engines are way to fast. In real life ion engines produce about the same thrust as you would feel when holding a piece of paper in your hand. What makes ion engines usefull is that they use very little feul and in space thrust is cumulative.
I couldn't quite bring myself to give ion engines thrust of 1 or 2, so I made them equal to the solid-fuel boosters (which is obviously not real-to-life). (Please note that the number of standard movement points produced by an engine is not the number of moves a ship will have.) My intent for ion drives was slowest speed, lowest fuel consumption, and highest number of moves possible (supplies stored/supplies used). I put each engine type in a different family because each one has a different situation it's best in. So, if you don't mind slow speeds, but you have a long way to go, you just might want to try out the ion drives. If you've re-modded in quantum reactors, then feel free to use fusion drives on everything.
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"The Unpronounceable" Krsqk
Basic Tech Mod
-- Basic Tech Mod v.75
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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July 24th, 2001, 09:01 AM
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National Security Advisor
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Re: Basic Tech Mod Info
Personally, I'd ditch the numerals entirely (at least the SE4 made ones) and do something like:
Cap. Ship Missile 1/1/1
Or
Cap. ship Missile
Abilities:
Uses a level 1 warhead
Uses a level 1 drive
Uses a level 1 launcher
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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July 24th, 2001, 10:27 PM
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Lieutenant Colonel
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Re: Basic Tech Mod Info
Sounds good. I'll do that next. Thanks for the feedback.
Any comments on play/balance? I realize it's rather hard to play without any AI,  but if anyone does, please let me know what you think.
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"The Unpronounceable" Krsqk
Basic Tech Mod
-- Basic Tech Mod v.75
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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