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0.16 Reactions

 
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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sun Nov 19, 2006 9:23 am    Post subject: 0.16 Reactions Reply with quote

What do you think of the various changes in 0.16?

Smarter than your average Texrak.


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Sun Nov 19, 2006 11:39 am    Post subject: Reply with quote

Double edged sword. WPs are no longer uber on HWs, but it makes defending colonies a lot harder. Sad

Unofficial Adamant 0.16.xx Bug Hunter


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Fulgrymm
Space Emperor


Joined: Jun 02, 2005
Location: Backwater Industrial City

PostPosted: Mon Nov 20, 2006 2:00 am    Post subject: Reply with quote

Also, having negative happiness modifiers on all the resource facilities makes nonbreathable atmosphere colonies quite useless as most of the space is taken up by the entertainment centers. I have to say, having my homeworld rebel on me is quite the incentive to make me stick with 0.15.

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Nov 20, 2006 3:54 am    Post subject: Reply with quote

Homeworlds can't rebel. They don't go below angry, so aren't ever even checked for rebellion.

The only domed planets that might be a concern are tiny and small. They have 2 and 3 slots, respectively, so you can build an ent. network and a miner or two. Not as efficient as a larger world, but still not worthless.

Also, note that a UPC III somewhere in the system will easily cover 3 mining facilities.


Smarter than your average Texrak.


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Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Mon Nov 20, 2006 4:36 am    Post subject: Reply with quote

Maybe add in "pollution" as degradation of value unless you make "clean up facility" which repairs a set value, of course it could be used just to get a higher value, but then again doing that and then destroying the plant + installing miners will make it degrade, sorta like soil.

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Nov 20, 2006 7:38 am    Post subject: Reply with quote

There are strip miners that have higher production, but degrade value. I like having the two options available.

Smarter than your average Texrak.


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Mon Nov 20, 2006 8:49 am    Post subject: Reply with quote

Is the negative happiness level per facility, or just overall, by the way? (So will a colony with 3 Mineral Miners lose 1% happiness, or 3%?)

If so, one could use space ports and system capitals to bolster happiness too. Wink


Unofficial Adamant 0.16.xx Bug Hunter


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Mon Nov 20, 2006 9:15 am    Post subject: Reply with quote

Planetary happiness abilities stack; system happiness abilities are best effect only (no stacking spaceport and UPC).

Smarter than your average Texrak.


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Sheep777
Space Emperor


Joined: Dec 07, 2006

PostPosted: Thu Dec 07, 2006 5:34 am    Post subject: Re: 0.16 Reactions Reply with quote

Fyron wrote:
What do you think of the various changes in 0.16?


Love the new mod. I just wish the fighters could load onto the carriers. At least I'm not having any luck doing so with physical or organic races.

Other than that, I like it.


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Dec 07, 2006 7:58 am    Post subject: Reply with quote

Note that unit launch components do not act as cargo storage in 0.16 (ie: you need to add some cargo bays to hold the units).

I probably should have made carrier hulls require some cargo bays... Hmm... maybe I did when I made the change to launch components, but overwrote it in one of the many vehicle revision attempts. :-\ Something for 0.16.02.


Smarter than your average Texrak.


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Salamander
Space Emperor


Joined: Nov 12, 2006

PostPosted: Wed Dec 20, 2006 3:08 am    Post subject: Reply with quote

Easy summation?

Damn good! Very Happy

More details?
I love the fact that you have to really think about your engine/supply ratio so much in the early game. Can make colonizing frustrating, but it makes you ponder your builds strongly. I mostly have tried magical races, and I love how much work has obviously been put into the game. A lot of creativity is seen in many aspects, and that makes you appreciate the mod all the more.

The deployment/storage components took some getting used to. It's hard to make a decent Escort Carrier hull that can keep a fleet speed, but again that requires a trade-off and more thought for designs. Adding the fighter weapons that can damage ships helped my earlier FS-only fighter weapons a lot!

I'm looking forward to seeing more of the racial abilities implemented, I have tried many in game now and like the things they bring. I also like the way you have psionic and religious broken down. As an example, you can just be a death worshipper or go for the whole pantheon and that adds replay value and variety.

The only negative thing I have seen, and it's a small one I have to stress, is the AI seems a bit confused. I know it's not the main focus of this mod, but after my move I end up playing solo games all the time, can't play LAN games with friends anymore, so I would like to see a more dangerous AI.

Keep up the excellent work!


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Frats
Space Emperor


Joined: Feb 03, 2007

PostPosted: Sun Feb 04, 2007 3:11 pm    Post subject: Reply with quote

You have taken an awesome game and made it ten times more awesome.
Fyron, you are my personal hero _o_

The infinite customazation is really great, you can design 50 ships and each will still feel and act different and have it's role in the fleet. Big ships are no longer the only way to go. Research is near limitless, and with the 5 different types of races, goes an even longer way. The Homeworld is perfect; it makes sense that the evolution ground of an entire species is not just blown to bits by a single battleship in a month time.

The mine-system is great! Now you can actually customize 'em instead of just whopping on some Explosive Charges III and sending em off.

There are also some less good things though; as well as a few things you might want to add?

Fighters are great and fairly balanced during the early to mid-game, but become really, really powerful near the end-game. Possibly it's even worse because I'm playing Organic and thus can't protect my ships with shields, but a few Heavy Bombers make short work of éverything. There's just hardly anything I can do about it, besides sending in even móre fighters. Big ships have no possible defence, even ships using only loads upon loads of pointdefence get torn apart...

I don't seem to be able to make any Weapon platforms? I've done most o f the tech tree in my current game, and I can still only do bunkers?

Also, the original lay-out for a homeworld is weird. Unless you're emotionless, your homeworld will be either permanently angry (just because they can't riot) or you'll have to bust down a lot of the Metropoli. Maybe change the standard lay-out a bit, add in some Entertainment centers? Or maybe even something unique to your homeworld to keep the population a bit happier? Like a statue or monument dedicated to your race or some such?

And for ship designs and constructions: why not change the research system and either drop down the req. for a new size, or add some more, special research designs? (IE: Small Ship Construction has 6 levels; 4 general designs, and as you research the fourth level you gain Medium Ship Construction, and then there's two remaining levels of specialization. You could even make those hulls specially attuned to your type of race? Or at least make them less 'empty'?)

Troops seem a tad expensive; a single Air Support costs 20kt base cost. That's hardly worth it in my eyes; the only advantage is the reduced carrying space. But I'll just take 10.000 light infantry in a few transports and clean a planet with them. (unless, of course, Air Support does exponentially more damage with its 600 damage bombs then 200 troops do with their claws at 3 damage each?)
Because right now, 2000 troops w/ claws (3 damage) can destroy roughly 20 militia per combat turn. At 2 turns per month, it takes you some 250 turns to wipe clean a Homeworld. I know it shouldn't go easy, but you'll either need 10.000's of troops, or you'll be waiting forever.
It's easier to just burn the entire world clean and build your own colony, and faster too.

Ok. That's about it, for now. Hope any of this helps you, and again, you are my hero _o_
This mod is awesome!


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sun Feb 04, 2007 6:29 pm    Post subject: Reply with quote

Frats wrote:
I don't seem to be able to make any Weapon platforms? I've done most o f the tech tree in my current game, and I can still only do bunkers?

There are no armed weapon platforms.

Quote:
Also, the original lay-out for a homeworld is weird.

In SE4, it is not possible to directly modify the HW starting facilities. Think of the unhappiness as the general restlessness of your people, a desire to push outwards and settle on new, less over-crowded worlds.

Quote:
Because right now, 2000 troops w/ claws (3 damage)

The claws were not meant to be troop-mountable in 0.16. I modified the "corrosive clawed appendage" to be fighter-only, but apparently missed the regular claws. This throws off the entire troop system. Try using troops without claws, and see how it all works out.

Quote:
Ok. That's about it, for now. Hope any of this helps you, and again, you are my hero _o_
This mod is awesome!

Thanks!


Smarter than your average Texrak.


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