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April 19th, 2004, 02:21 AM
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Sergeant
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Join Date: Dec 2002
Location: Denver, CO USA
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Re: Eclipse Mod
I never did have PBW in mind when I designed Eclipse so I am uncertain how well it will work in that setting. I have no experience with PBW and I wouldn't feel comfortable hosting anything yet. However, if someone else wants to take that over and host a game, go ahead. You've got my support. 
__________________
"Murder!? Who said anything about murder!? God save the Queen!"
ISA Command
A- Se GdY $- Fr! C- Css Sf+++ Ai Au M++ Mp* S++ Ss+++ RV Pw Fq Nd Rp+ MM+ G Bb L- Tcp+
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April 19th, 2004, 04:22 AM
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General
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Join Date: Apr 2001
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Re: Eclipse Mod
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The Ed draws near! What dost thou deaux?
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April 19th, 2004, 04:45 AM
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Shrapnel Fanatic
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Re: Eclipse Mod
Just what is that supposed to mean? 
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April 23rd, 2004, 12:52 AM
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Sergeant
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Re: Eclipse Mod
Well, I am almost ready to put up the first patch for Eclipse. It will tweak a few things like maintenace costs and planet value. Also a few errors are being addressed in the components and techarea files. Of course, if any of you that have tried Eclipse have found anything that needs to be worked on I would appreciate feedback "before" I release the patch, for obvious reasons. Thanks in advance. 
__________________
"Murder!? Who said anything about murder!? God save the Queen!"
ISA Command
A- Se GdY $- Fr! C- Css Sf+++ Ai Au M++ Mp* S++ Ss+++ RV Pw Fq Nd Rp+ MM+ G Bb L- Tcp+
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April 23rd, 2004, 02:14 AM
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Sergeant
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Join Date: Feb 2002
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Re: Eclipse Mod
I noticed that the Nloam keep trying to research Meson BLasters and Anti-protons. Tis a slight inconvenience to have to keep clicking the error Messages. Also, you might want to try cleaning up the tech tree a bit. There were a lot of "empty" tech areas that didn't lead to anything till several other tech areas were researched. Could you put some extra restrictions on some of the tech areas so that they don't show up till they have something in them?
One Last thing, could you add a description to the generators so that you can tell that they generate supplies. I had to randomly sample techs looking for a Solar Collector equivalent for some long range scouts. Eventually I had to stop the game and do a search through components.txt since I thought that the generators were just big supply batteries.
I gotta tell you that I am really enjoying this mod. I'm looking forward to further tweaks.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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April 23rd, 2004, 06:43 AM
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Sergeant
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Re: Eclipse Mod
I noticed the power generator problem myself, it is already on my to-do list.
About the nloam though, did you select the race from the list? They should be under the name Borak. I don't have full AI support yet so if you want AI's you have to select them yourself. Still, I will check their research file for errors in case there is a problem.
[EDIT] I did find the error in the nloam AI file and it has been repaired. Thanks for pointing that out!
The tech tree is so far pretty much the way it is supposed to be. All the technologies are interlock with each other and I would rather not do cosmetic surgery on it if it isn't absolutly neccessary. I tried to make research realistic in the sense that you can research something and get absolutly nothing from it if you don't understand what you need to apply what you just learned. For example: your race has researched a high level of propulsion. now they have theoretically discovered ways of moving faster but have not figured out how to implement it yet. In comes quantum mechanics and now they figure out how to apply the propulsion theories they had.
Keep the info coming, I promise I will make every effort to address all concerns.
[ April 23, 2004, 05:49: Message edited by: Kevin Arisa ]
__________________
"Murder!? Who said anything about murder!? God save the Queen!"
ISA Command
A- Se GdY $- Fr! C- Css Sf+++ Ai Au M++ Mp* S++ Ss+++ RV Pw Fq Nd Rp+ MM+ G Bb L- Tcp+
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April 24th, 2004, 02:08 AM
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Sergeant
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Re: Eclipse Mod
I also noticed that the AI seems to be a bit slugish as far as expansion goes. I sat researching for a loooooong time before I went on an exploration binge. By the time I got to the AIs they were still making colony ships, had expanded no further that the next system ad there were virtually no other ships to be seen.
I would think that this might be due to the extreme cost of colony ships and the required number in construction.txt. Perhaps if you had them produce a butt-load of spaceyards before the colony ships this would allow the AIs to produce an actual fleet as well as colony ships. Tis an idea.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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