.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 21st, 2007, 07:53 AM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
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.
Reply With Quote
  #2  
Old June 21st, 2007, 11:41 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Kwok\'s next Mod

aegisx said:
"I agree, but I think establishing a new colony should be a decision, not a necessity."


It's not entirely clear to me why nerfing one of the Xs of a 4X game is a good thing. Civ4 did it, and it sucked; probably the worst part of the game. Establishing new colonies should always be beneficial, and thus not much of a decision.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old June 21st, 2007, 12:18 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Kwok\'s next Mod

I should qualify this as more as a PBW/MP change.

It becomes a mad colony rush,. Check out http://www.spaceempires5.com/en-US/node/2782. This old guide outlines how to pump out 17 colonizers by turn 11. So all these ships will likely find planets to colonize, no real thought on having to support them resource wise.

How do you counter that type of expansion other then being forced to follow the same path?
Reply With Quote
  #4  
Old June 21st, 2007, 12:23 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Kwok\'s next Mod

There's two items I would modified to tone down expansion a bit:
- Slightly more expensive colony modules
- Reduced population modifiers below 100M

Regardless in any competitive PBW environment, you're going to have to expand as possible anyway.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old June 21st, 2007, 12:30 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Kwok\'s next Mod

I agree expansion is necessary, but I would like to see some drawback to the rush strategy.
Reply With Quote
  #6  
Old June 21st, 2007, 12:33 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Kwok\'s next Mod

The main drawback is that most of the colonies are poorly defended and have minimal facilities, the player is running on the edge for resources, and is stuck with slow builds for most of their inner SYs. They are very vulnerable to an early attack.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #7  
Old June 21st, 2007, 12:41 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Kwok\'s next Mod

Early attacks are difficult to pull off. All he has to do is build a few WP's on a planet (1 turn) and it can defend pretty well against early ships. Also, If he already has a 2- 3 times colony advantage, the loss of a planet or 2 is insignificant as he can out-produce you.


As it should be, the empire with the most planets will tend to win the game. There are exceptions of course. Your changes should slow it some though.

How about this... Production level on planets are partly based on population right? Maybe this formula needs to be changed. Right now a newly colonized planet (10M people) can produce 2k I believe. This seems a bit high of a start, perhaps it should be more like 500. If a planet has 1000M, I could see it being closer to 2000.
Reply With Quote
  #8  
Old June 22nd, 2007, 12:12 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Kwok\'s next Mod

A caveat: turning the mod into a population transport-fest isn't the best idea, IMO. Mods like Proportions and P&N PBW do this, making it require lots of pop to get decent colonies. In multiplayer, it generally just serves to slow the game way down, and make it drag on. Its fine for single player, where you can hit end turn like a champ, but multiplayer tends to bog down for a while at the start. Sure SE5's migration can mitigate it a little, but if you start requiring very high pop levels to get decent production, you will add the necessity to build a bunch of population transports in order to play effectively.

If you just set the base build rate to 500, and don't fiddle with the population modifiers, you effectively get a situation where you have low build rates, until you build a space yard. The SY will take quite a while to build (20 turns instead of 5), slowing down expansion, without adding the unnecessary micromanagement of extra population transports.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:49 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.