Cool. I'll check it out and get back to you. :)
RemingtonRyder
I like the idea of bringing the bonus to sensors ability from Eyes down to 5. The bonus of 20% is fine though and makes building sensor boats more worthwhile. Using the math above, ships with a base sensor radius of 2 would end up with 9pc sensor coverage, which is not bad. Having an Influence bonus seems fitting. Perhaps 25 points? And an extra 5 points on the Sensors tech (to make it 5 points per extra pc of sensor range).
[quote who="Gaunathor" reply="116" id="3500160"]Also, could you please update the OP? I've put up links to a new version of the community update here and my spreadsheet with the general changes here . [/quote] I'll have to hunt for those, 'cause the thread links don't seem to work. Edit: Okay, a
I like the idea of making life support modules a thing that need to be discovered for you to use them at all. Currently, range becomes a non-issue with just Basic Life Support Modules (which have no tech requirement). I need only a few constructors with perhaps an extra engine and a few life support modules to set up range-extending starbases in key locations. Granted, perhaps this is something that should be left to mods and players who want an extra challenge. It
Might be a bit of a boring option, but perhaps the second tier of beam weapons could be called Continuous (or Beam) Lasers? Because the first tier has a rapid pulse animation which suggests a name of Pulse Lasers. It's very easy that way to write up a description for it because with a continuous beam, there needs to be a way to somehow sustain the output and improve the damage done over time, while a pulse laser delivers short powerful bursts. Perhaps beam lasers requi
Maybe instead of having the DD Gen simply improve hitpoints (which like you said, doesn't make them that much more lethal) throw in a ship quality bonus and bring the hitpoint bonus down to about 10%. I was kind of thinking of hitpoint modules, but I can't remember if there are some already kicking around. It's been so long since I played Altarians or Arceans. And yep, just stick with a military production bonus for the shipyard. That's plenty. :)</
My inclination would be to make the shipyard give a civ-wide bonus to the Military Production ability. But also, allow the tech to unlock an effective engine module. That's something that we know the AI can use. :) OMG yes to making the Logistics Centre and Shrinker GAs. I think that the problem with the Hyperion Re-Supply Centre is that it's too late to have a noticeable effect. It would be a nice thing to have in the early game, particularly on the
If you really want to catch someone's attention just shoot them a PM on here. It's kind of hard to miss the red-bordered 'You have a new private message' box. Although, kinda wish there was a buddy system here so that you don't have to keep entering captchas.
Here's the Techtree and changelog back. I got all the way down to Stellar Folding and then I started to get crossed eyes. Which is to say, I could continue to work on it, after I've had a break. :)
[quote who="Gaunathor" reply="63" id="3499121"] Hold on a second. I made some changes since the last version. I'm going to upload it real quick. Edit: Here it is. [/quote] Okay no worries. I made some very minor fixes, should be easy to re-do them.
Also, I'm having a look through TechTree.xml right now, so maybe hold off on making changes until I Dropbox it and the changelog? :)
I updated the top post with some links and some preliminary credits. Since things are still in progress, I haven't got a complete list of contributions up there. But know that I appreciate every one of you getting involved. :) Sorry that I haven't thrown myself into into fixes and stuff, but I'm going to go through some more today since I'm feeling energetic. Capitalism description: I like the joke, but I think it needs a little work. Tradit
Death Furnaces and Artificial Slavelings sound like they would be perfect as Drengin starbase modules, rather than planetary improvements. I guess it depends on how many modules are still available. I like the idea of them being able to cover multiple planets.
I guess it would be possible to develop some unique government techs which better suit. We can't actually add new government types to the game, unfortunately, but the techs can carry ability bonuses. So an Improved Imperium or something like that.
I like the suggestions for the production-assist modules. It seems only fitting for the Drengin and Korath to expand their slavery into starbases. And yep, using the Industrial Starbase techs as non-racial and giving the Drenging and Korath their own seems like a good idea to me. As far as Xeno Economics goes, sure, if everyone has something like a Market Centre at the start which they can later upgrade, I don't see a problem with having it branch from Universal Tra
Windows 10: David Tennant Edition. ;)
It all looks good to me. Sorry to be such a Yes-man but you know, we've had a lot of time to think about tech trees and investigate how restructuring them will help the AI, so it's my natural inclination to go along with anything which is likely to accomplish that. I think that to assist the AI in developing economy starbases, the non-racial production modules should be unlocked by techs common to all races. These can be costed very minimally and placed in the prod
Okay, thanks. I've got as far as English.str and made a few edits there. Also updated the changelog for the file. Here you go. :)
Much kudos. I think I'd go cross-eyed reading through and stripping down one entire tech tree file, never mind two. That being said, can you throw me a few files so I can go through the spelling and grammar? :)
It's still a pretty thorough run-down of modules and techs and stuff, though. And you did bridge the rather large gap between the first four tiers of weapons and the last, which is good. I did a little bit of number crunching on the spreadsheet (to compare defences and weapons in the two mods) and the two progressions are quite similar. So I don't think there's anything much to argue about there. Well, unless someone comes along and kicks off a debate abo
DARCA: Those techs aren't used in ToA, basically. I like the idea of having some more weapon techs before you reach the ultimate weapons. Or alternatively, improving the rate at which firepower to space increases, because that's half the reason particle beams are so useless. Which helps both the AI and player to build ships which are worth building. I have a spreadsheet of all the weapons in my mod (and some of the other modules) so I'll tweak it a bit
It's only been 4 days, give it time, I'm sure people will smell the progress and come running. :) I do like the idea of making trade more worth it. The conditions which make it more favourable are not easily achieved in the early game. A bit of sanity in the tech trading would be nice. You don't want civs giving away their race-specific stuff, especially not if it has a neat civ-wide bonus on it. Yeah, I think it would be fitting to assign speci
Will break mods, for sure, since the only way to mod stuff currently (apart from music files and things) is the install folder.
Fair points about the organisation of things. I mean, already the topic is is a pretty long read through, so perhaps one approach is to focus on one thing at a time, unless we can be doing something and reading/discussing something else at the same time. I might have started the ball rolling but I'm quite happy for someone else to set assignments and stuff. Because it is a lot of XML to go through, especially if we're re-organising improvements and techs as we go.<
Yeah I agree with you on the Yor Maintenance Grid. Their approach to economy is different to the other races, so forcing them to use up that one tile on every planet, costing them maintenance (hey, every bc counts!) kind of sucks. I can't say that I foudn the Torians to be hugely successful on AIP 8, so AIP 11 sounds like a good fit, especially if it takes advantage of approval boosting buildings. I actually find that the Drengin can be a powerhouse on AIP 8. T