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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #701  
Old February 4th, 2007, 12:07 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod Update...

Two things about the slots:

a) I didn't actually look at them
b) I should have waited until I made a save game breaking patch before updating

I also prefer to have a set of central slots.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #702  
Old February 4th, 2007, 03:02 PM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Balance Mod Update...

ok we forgive you
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #703  
Old February 4th, 2007, 03:42 PM

DeadZone DeadZone is offline
Second Lieutenant
 
Join Date: Apr 2003
Location: England
Posts: 488
Thanks: 0
Thanked 0 Times in 0 Posts
DeadZone is on a distinguished road
Default Re: Balance Mod Update...

for now anyway
__________________
Reply With Quote
  #704  
Old February 5th, 2007, 03:00 PM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Balance Mod Update...

here's annother little niggle kwok - the PD animation is about 2x too big.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #705  
Old February 5th, 2007, 08:38 PM

Dizzy Dizzy is offline
Corporal
 
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
Dizzy is on a distinguished road
Default Re: Balance Mod Update...

WHOOHAW! I'm playing again after the 1.25 patch and the game is pretty solid with the mod. Tanka Kwok.
Reply With Quote
  #706  
Old February 5th, 2007, 09:10 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod Update...

Too big?

I think all the animations are far too puny.
What's the point of 3D realtime combat if you're gonna leave out the Hearty Thoom and Sparkly Pzorch?
Reply With Quote
  #707  
Old February 6th, 2007, 12:32 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Balance Mod Update...

the PD is bigger than the DUC, bigger than the fighters themselfs.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #708  
Old February 6th, 2007, 01:14 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod Update...

Well, ok, I guess that could use a little adjustment then. Mostly increasing the size of the other weapons. No harm in a PDC shot being similar in size to a fighter, as long as it is a powerful PD shot.


PS:
Sorry, wrong button, I meant to hit reply.
Reply With Quote
  #709  
Old February 6th, 2007, 10:06 AM

Dan_ Dan_ is offline
Private
 
Join Date: Jan 2007
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
Dan_ is on a distinguished road
Default Re: Balance Mod Update...

However anoying it is, you've got to admit it would be worse for the fighter pilots

Looks good so far, and the AI are being much more resistant since they stoped blowing up their team mates. They keep leaving fighters on the planets giving my troops a hard time.

I think another big improvement could be for the AI to scrap non-breathing population if there are breathers present. They seem to have a lot of domed colonies where they need not be. For all I know, there could have been pop transports on the way to fix this however.

Edit: Also, the religious tech goes to lvl2, but I don't think the 2nd level is used.
Reply With Quote
  #710  
Old February 6th, 2007, 11:53 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod Update...

Unfortunately there isn't a way to discriminate breathers through the scripts yet, so I can't make functions that selectively transport population.

Looks like I had fixed Religious Studies to 1 level on my Balance Mod spreadsheet, but neglected to actually change in TechAreas.txt - so oops.
__________________
Space Empires Depot | SE:V Balance Mod
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 05:38 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.