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  #1  
Old July 23rd, 2001, 10:33 AM
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Default 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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Old July 23rd, 2001, 07:51 PM

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Default 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.

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Old July 24th, 2001, 06:49 AM
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Default 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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Old July 24th, 2001, 06:54 AM

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Default Re: Basic Tech Mod Info

Yah, but in SE4 thrust *isn't* cumulative..

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Old July 24th, 2001, 08:45 AM
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Default 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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--Basic Tech Mod v.75
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Old July 24th, 2001, 09:01 AM

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Default 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

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Old July 24th, 2001, 10:27 PM
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Default 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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