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  #1  
Old June 20th, 2007, 03:11 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Kwok\'s next Mod

I actually ended up splitting ship construction into light, medium, and heavy categories. Haven't made any decisions on what tech levels provide what yet.
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  #2  
Old June 20th, 2007, 03:16 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Kwok\'s next Mod

If you're looking to be logical try hanging the base and ship construction techs off of a theoretical "Engineering" field. And please, please break up Stellar Manipulations already! It's been a catch-all for various almost unrelated techs for much too long.
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Old June 20th, 2007, 03:19 PM

aegisx aegisx is offline
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Default Re: Kwok\'s next Mod

I would also like to see planets use more resources. Currently, they really do not require much to maintain, which fuels rapid expansion.
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Old June 20th, 2007, 04:38 PM

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Default Re: Kwok\'s next Mod

Quote:
aegisx said:
I would also like to see planets use more resources. Currently, they really do not require much to maintain, which fuels rapid expansion.
That is a tough one to balance slow developement versus fun in playing. If it takes forever for the game to get going you could find MANY people quitting the game for greener pastures.

I too like the build up process, but we gotta find a happy medium. I think all that is handled well with the research cost selection on the game set up along with planets and values, etc.
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Old June 20th, 2007, 06:53 PM

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Default Re: Kwok\'s next Mod

Romulus68:

You should know how fast people can expand and abuse the system... Just ask Grend in our game. There is no stopping his expansion, unless everyone else expands the same way.
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  #6  
Old June 21st, 2007, 12:50 AM
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Default Re: Kwok\'s next Mod

Well, expansion is sort of the point of the game.
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Old June 21st, 2007, 01:23 AM
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Default Re: Kwok\'s next Mod

Any idea of how long it will take before you have a playable version of this mod CK?
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Old June 21st, 2007, 07:53 AM

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Default Re: Kwok\'s next Mod

Quote:
narf poit chez BOOM said:
Well, expansion is sort of the point of the game.
I agree, but I think establishing a new colony should be a decision, not a necessity. Grend posted an expansion guide on se.com, and I've seen him do it in several games. It is very effective and there is nothing to hold back the massive expansion. I just think there should be more expense to establishing a new colony.
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Old June 22nd, 2007, 01:48 AM

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Default Re: Kwok\'s next Mod

Baron Munchausen: If you're looking to be logical try hanging the base and ship construction techs off of a theoretical "Engineering" field.

Good idea - this could be supplemented by requiring a second theoretical field ("Minaturisation" in line with the comments above or "Large-Scale Construction") for higher levels of ship design.

Baron Munchausen: And please, please break up Stellar Manipulations already! It's been a catch-all for various almost unrelated techs for much too long.

I'd second..whoops..third this. It would seem better suited as a prerequisite theoretical field.

aegisx: How do you counter that type of expansion other then being forced to follow the same path?

One option would be to add minimum population requirements (if possible) to key facilities (shipyards, resupply depots) and to have these increase with level (on the grounds that more advanced facilities require better infrastructure support even if they need less staff). That way, expanding empires either have to focus on building up one or two colonies to gain access to better facilities faster, or use older facilities on new colonies and upgrade when population permits.
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  #10  
Old June 22nd, 2007, 02:03 AM

MasterChiToes MasterChiToes is offline
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Default Re: Kwok\'s next Mod

Are the ruins' tech rewards moddable? I've noticed that they aren't completely random, and with the Balance Mod changes in tech costs the results can be worthless to unbelievably valuable.
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