[quote who="MabusAltarn" reply="1312" id="3534925"] So, given the choice: a. No planet trading. Period. b. Only the player can offer planets in trade So. 1 vote for a. 3 option b. [/quote] Another for b. I think it's brilliant.
SilasOfBorg
[quote who="Maiden666" reply="1261" id="3528583"] Quoting SilasOfBorg, reply 1259 Chaff (the best defense against missiles) is also a little easier to research than other defenses. Wouldn't "Point Defense" be more fitting? At least I'm under the impression you're reffering to a branch not a single tech..
Weapons Appendix, for Mabus' Guide: (X is whatever number you choose to give it) X Weapon Lines Whether or not you plan to live by the sword, you should be aware of some slight differences in the three available weapon lines (Beams, Mass Drivers, and Missiles). First, weapon technology does not develop in what you might call a "smooth" fashion. Most of the time you'll see some incremental improvement
[quote who="MabusAltarn" reply="1242" id="3526126"] Thanks for the many, many corrections. I've come down with the flu and my skull is currently harboring cotton balls. [/quote] Ugh. My condolences. [quote who="MabusAltarn" reply="1243" id="3526131"] I didn't write a chapter on weapons and defenses because I don't know nearly enough of the new system to do a proper job. If someone can write a chapter on this I'll add it to the manual.
Well I finally got the thing to open in Open Office. Yay! English is my mother tongue, and I intend to be thorough. This is going to be long. 1p2: " Or, will you utterly crush any who stand in your way." Should end with a question mark. <p style="margin-bottom:
As soon as I figure out how to get Open Office to read that, I'll have a look. Right now it just opens up as 1500 pages of garbage. :\
Woot! [quote who="MabusAltarn" reply="1217" id="3523318"] I've updated the change logs from 572 to 600. I skipped over the scenario changes though to much of a bother (no really). [/quote] Heh.. no kidding. The scenario files don't exactly lend themselves to nice deltas. [e digicons]:annoyed:[/e]
Weapon Cycle V1.1.1 has been uploaded to the File Archive. * did one final "I cannot possibly have forgotten anything, right?" pass and found a couple race-specific weapons tech typos / transcription errors. [e digicons]X|[/e]
Weapon Cycle V1.1.0 has been uploaded to the File Archive. Changes: * some tech tree description fixes (e.g. Arcaen Weather Control does not actually open up terraforming now) * adjusted weapon tech costs, some of them were a little wonky at the higher levels. Thinking back, I meant to look at these in 1.0.2
So, I'm at around the midpoint with my testing of the Weapon Cycle mod. I'd consider up to T3 "well tested". Observations, in no particular order: * the AI has no trouble with the new weapon values. It is building solid early and midgame ships. * the advantage any particular weapon type gives you in a single tier is not enough to carry a war. However, it does act as a noticable force multiplier. * T3 i
[quote who="MabusAltarn" reply="1206" id="3520754"] It is in the file archive or should be. [/quote] I can see it there now. Thanks! [quote who="Maiden666" reply="1207" id="3520788"] Silas, just having a brief look at the WC; if you rename "" to "" in GC2Types.xml then it won't be taken over Graviton Driver I (which is cheaper) [/quote] Done.
[quote who="MabusAltarn" reply="1204" id="3520567"] I've updated V5.7.2 WC1.0.2 with some spelling corrections. [/quote] Can you post this to the file archive please? I'd like to base any further changes off the latest deltas. Still digging myself out up here in Canada. Haven't seen this much ice in as long as I can remember.
[quote who="MabusAltarn" reply="1196" id="3520158"] Give or take 2 to three weeks. I haven't studied up on the weapon cycle system either. I've been busy with work, family and getting enough sleep for a change. [/quote] Ok, thanks. I didn't phrase my question quite how I wanted, either -- I'm not expecting anyone aside from myself to test the thing (though it would be great and very helpful to have other peoples' input!), I just wanted to know
[quote who="MabusAltarn" reply="1194" id="3520105"] I am and I haven't written anything about weapons yet. It depends on the completion of the weapon cycle mod. [/quote] Speaking of which, whats our target date for having the Weapon Cycle mod tested/tweaked to our communal satisfaction? I think everyone's been pretty busy lately and I know *I* haven't done anywhere near enough testing yet to call it "ready". My target is at least a few different
[quote who="Tiokon" reply="1191" id="3520059"] I should amend "not seeing a starbase defense upgrade anywhere in the Yor tech tree" to "not seeing a defense upgrade that defends against all three weapon types." [/quote] Nor should you. The generic defense upgrades have not featured prominently for some time. Same with the Thalan's Hyperion defense. Starbases are, by design, a little squishier than you're used to. [quote who="Tio
Weapons Cycle V1.0.2 is now available. It contains no functional changes, only changes to tech descriptions. So if you already have Weapons Cycle 1.0.1, you do not need to clear out any race configs or save files or ship designs. Just overwrite it with the new version. One thing I noticed while reviewing weapo
[quote who="abelisari" reply="1187" id="3519937"] Isn't it better to avoid direct comparisons with different kind of weapons in the tech descriptions? The one for T1 mass drivers implies that you have knowledge of missiles and lasers, which is possibly (and probably) not true. [/quote] Umm... good point. [e digicons]:blush:[/e] I'll keep the ones that don't refer to other weapons branches.
[quote who="Tiokon" reply="1185" id="3519907"] It seems like it would be a good thing if all those broken templates could be erased from the AI's so they have to make new versions that are armed. Is this possible? [/quote] Hi Tiokon, Is this with the CU mod? If so, what game settings do you have? 20 months into my test games, the AI are almost universally fielding well armed heavy fighters, and they tend to make new ver
[quote who="admiralWillyWilber" reply="1179" id="3519616"] I would like to see a stronger ai. [/quote] Well.. here's an easy test. Play a game against the vanilla Twilight AI, then play a game with the same settings against the most recent Community Mod AI (make sure you delete all the .raceconfigxml files when you switch!) If you find any deficiencies, let us know and we'll have a look. At this point the mod has been test
[quote who="leiavoia" reply="1176" id="3519583"] Actually, that's not a bad idea... "Weapon Power Level: [X]" [/quote] Hmm.. I like that, but it's too clinical. Lets say that there's this guide, we can call it Koenig's Intergalactic Lance Leaflet (homage to Walter Koenig, who I believe played a weapons officer in ST:TOS at one point, or maybe one of the movies, its been a while), and it publishes a ranking of all kn
[quote who="leiavoia" reply="1173" id="3519554"] I have a feeling that if the game does not explicitly tell new players about these weapon type relationships, they probably wouldn't ever notice. [/quote] True. It's a double edged sword -- if the relationships are too obvious to new players, they're probably broken. But if they're tuned right you have to look for them. As a mod, we can get away with putting a warning in t
Up to turn 100 in my test game. I've seen enough of the T1/T2 ship designs from the AI to conclude that, at the least, I didn't break anything in the low end. The cost and space effectiveness is putting things about where I expected. The AI seems to redesign its ships with nearly every new weapons tech. T1 and T2 Heavy Fighter designs seem to be pretty standard. I've seen the following AI designs: T1 Driver: * 2 tech
Early game test results (10 players, Large/Abundant map): Boy, is it nice to see AIP7 colonize outside its own borders. Most of the spots I saw them grab should eventually work out for them (otherwise low-influence areas), so I don't know exactly what changes Frogboy made but they seem to be working nicely. 50 turns in and there's nothing to comment on research-wise, all the AI seem to be doing a bang-up job getting necessary early techs a
Weapon Cycle V1.0.1 has been released. It is based off CU 5.7.2. The only differences between 1.0.1 and 1.0 Alpha are scenario and campaign fixes. So if you aren't playing scenarios or the campaigns, you don't need 1.0.1. The file can be found in the file archive. And, I'm going to have to agree, DropBox is pretty slick and unobtrusive.
[quote who="leiavoia" reply="1163" id="3519040"] So, for review, if i want to give the weapon mod a try, i need to: [/quote] 1. Overwrite your .exe with the exe from the File Archive. Your main screen should read version "2.042". 2. Install Weapon_Cycle.zip from the File Archive. It is CU 5.7.2 + Weapon Cycle 1.0 Alpha. That's it. I don't think there are any more changes intended to the CU mod as