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December 11th, 2006, 12:10 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
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Re: Inti,s SEV Game
I haven't managed to test the mod in a game as the whole thing froze if I tried to generate my own game, but based on the standard set up, and yes I know it might be quite different, I stuck on what appeared to be the maximum number of engines and a reactor. So what are you saying, is this ship going to flounder?
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December 11th, 2006, 04:12 PM
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First Lieutenant
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Join Date: Feb 2004
Location: The Netherlands
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Re: Inti,s SEV Game
Indeed the first turn went splat, but processed manually already......
And to all the players , NONE of us was able to test the mod good...... because the AI isn't working yet, it will be the first time for all of us 
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December 11th, 2006, 04:39 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: Inti,s SEV Game
Well im using 2:1 engine/core ratios for now. Maybe later, if engines need less supply and/or core store/generate more i will change that.
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December 11th, 2006, 06:29 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Inti,s SEV Game
2:1 ratios?  Well crap, good thing that initial colony ship I designed was intended for a planet about 10 sectors away! 
__________________
The Ed draws near! What dost thou deaux?
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December 11th, 2006, 10:29 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Inti,s SEV Game
The latest turn failed. My argument is someone had to show PBW can't handle custom stuff  if that is indeed the problem.
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December 11th, 2006, 11:36 PM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: Inti,s SEV Game
Noticed a couple balance issues. It seems that Light Carriers make all other ship types redundant. Only 10% of space needs to be fighter bays, so that's 720 kT of usable space vs. 300 on a frigate and 500 on a colony ship or freighter.
Also, this seems like it will be much slower-going mod than stock. High cost to research stuff + low amount of research per turn + high cost of building colony ships = lots of turns. This might be intentional, but the gain in realism isn't worth the slow pace, IMO.
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December 11th, 2006, 11:57 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Inti,s SEV Game
I have some experience with eclicpse in Se4 so I remembered the slower tech progression, but still it is a bit of a surprise that you have 130K research in first turn and then only 3K on second. I know you get extra on the first turn for vanilla but that is only times 4.
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