|
|
|
 |

November 23rd, 2001, 05:18 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Unique Mod Idea: would you play it?
quote: This stuff sounds fun but would it work with the new 'anti-cheat' stuff added in the latest patch?
When the PBW host updates to the next week's data files, everybody would have to download them before they take their next turn.
You've all see that it is perfectly OK for the PBW guys to upgrade the game between mod Versions, as long as everybody is on the same page, it works.
quote: But, I feel that there's too much of a random element. The game will be won or lost on who guesses best... although there may be strategies which can be employed, will players get over that initial hurdle and play a 2nd / 3rd game to find out?
For the most part, it would be gradual, continuous changes. Plus, there will be a normal-tech weather forecast facility. Everybody can see what's coming in the near future once they've got the technology to do so (you wouldn't even have to actually build the facility, just look at it's stats)
[This message has been edited by suicide_junkie (edited 23 November 2001).]
__________________
Things you want:
|

November 25th, 2001, 06:13 AM
|
 |
Sergeant
|
|
Join Date: Jul 2001
Location: South Carolina, USA
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique Mod Idea: would you play it?
I think this is a great idea! I think a big part of the strategy would be to determine how much of your fleet to go high-tech (which may work only occasionally) and how much for low-tech (which should work most of the time)....
Question, though: would there a circumstance arising where techs would become completely unavailable moving from a high-tech to a low-tech zone? I'm thinking specifically of ship construction, like if up to Battlecruisers are available, and I research and build Battelcruisers, and then suddenly only Destroyers are available, then what happens to my ships? Or is this a scenario that just wouldn't come up?
Quikngruvn
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
|

November 25th, 2001, 07:37 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Unique Mod Idea: would you play it?
This sounds very, very interesting. I would definately want in on it. Oh, wait. Assuming I have the time, of coarse!
As to the ship tech question, In my opinion, the ships you currently have built would work, but any you have in your build queue would be lost, and you wouldn't be able to build more until the tech barometer rose above Battlecruiser again.
On second thought, that might be hard to implement. The only way I can see this working would be to have the techtree data file (or whatever it's called) changed along with the components.txt. (And the facilities.txt? Suddenly your research centers go from cranking out 913 research points to 100? Ouch! Shipyards construction rate crashes? Bigger ouch!!) But does anyone know what would happen when the tech tree changes and a tech you have researched no longer exists? Will the research level stay, but you can't use it's components/facilities; or will you have to research that tech level all over again when it comes back? Having to re-research would _SUCK_!
|

November 26th, 2001, 06:22 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Unique Mod Idea: would you play it?
quote: But does anyone know what would happen when the tech tree changes and a tech you have researched no longer exists?
I would expect the savegame to fail to load.
I only plan to change the operation of the components& facilities, and, if possible, the research cost of the techs that are "too high-tech".
quote: Question, though: would there a circumstance arising where techs would become completely unavailable moving from a high-tech to a low-tech zone? I'm thinking specifically of ship construction, like if up to Battlecruisers are available, and I research and build Battelcruisers, and then suddenly only Destroyers are available, then what happens to my ships? Or is this a scenario that just wouldn't come up?
No components/hulls/facilities can be removed. At worst, I'd have the maintenance cost of the superlarge ships go up. You'd have to get those ships mothballed until the tech rises again.
Perhaps something like 100% more maintenance for each step above the current tech limit.
In that case your battlecruiser would cost 4x normal maintenance.
quote: Will the research level stay, but you can't use it's components/facilities
The research level will stay, and you CAN use the components & facilities. Weapons that are too high-tech will simply do zero damage, and the borderline objects will have reduced effectiveness in some way. Shields could be given a large negative regeneration ability as well as lower hitpoints. Engines per move on ships could increase.
The components will still be legal, and the same size, they just won't do much until the tech rises again.
Q: Would there be any point in considering PPB1 lower tech than PPB5? They'd still be very close, but there could be a situation where PPB 1 would work when the 5's dont.
[ 26 November 2001: Message edited by: suicide_junkie ]
__________________
Things you want:
|

November 27th, 2001, 03:54 PM
|
Corporal
|
|
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique Mod Idea: would you play it?
quote:
Q: Would there be any point in considering PPB1 lower tech than PPB5? They'd still be very close, but there could be a situation where PPB 1 would work when the 5's dont.
[ 26 November 2001: Message edited by: suicide_junkie ][/QB]
Depends partly on how many sets of files you want to have.
Personally I would have thought that if that type of tech no longer works, then it no longer works on any tech level.
|

November 27th, 2001, 04:23 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique Mod Idea: would you play it?
LOL! What a great thread! I wish I'd started reading it earlier:
"And now for next week's physics report:
In the western part of the galaxy, we can expect the speed of light to remain constant, but there's a fast front moving slowly towards the East, so if you're planning any interstellar travel in that area, make sure you leave soon or you might arrive back home before you left. Remember that the ratio between mass and energy will also be affected, so if you're trying to lose weight, a trip to the east of the galaxy could prove beneficial.
The wavelengths of visible light will be fluctuating in northern regions this weekend, so make sure you have your sunblock on, and absolute zero is set to drop by about 30 degrees on Sunday, so watch out for any unusual meltings.
Finally, we're expecting a galaxy- wide alteration in the value of pi, so don't be surprised if your home planet or any other cirular objects suddenly change in size."
*dogscoff hides under his desk as people throw physics textbooks at him...
|

November 27th, 2001, 06:38 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Unique Mod Idea: would you play it?
dogscoff, ROTFLMAO
What a great idea. That would be a bLast to play  .
I *think* it must be done under an older (1.41) Version of SE4, though. I changed something in the components.txt in a mod for testing purposes. After I did that I wanted to continue the game (sim move, btw) and I got a message that my data does not match the host (me) data, when the game was created. Seems to me that the "cheat prevent thingie" in 1.49 compares the data upon game creation, not the current data of the host.
Just wanted to let you know. Still a great idea  .
Rollo
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|