This site is in archival mode. A replacement is being developed. In the meantime, please use the PBW2 Forums for community discussions. The replacement software for this site will use a unified account system with PBW2, and any newly created threads will carry over.
Welcome to Spaceempires.net
Login or Register

Search
Modules
· Content
· Downloads
· Forums
· Game Info
· Image Gallery
· Links
· Shipyards
· Topics
· Staff

User Info
· Welcome, Anonymous
Membership:
· New: Tiregan
· New Today: 0
· New Yesterday: 0
· Overall: 3154

People Online:
· Visitors: 160
· Members: 0
· Total: 160

  

Spaceempires.net :: DN 5.02 Initial Impressions/Comments :: View topic
Forum FAQ :: Search :: Memberlist :: Usergroups :: Profile :: Log in to check your private messages :: Log in


DN 5.02 Initial Impressions/Comments

 
Post new topic   Reply to topic    Spaceempires.net Forum Index -> Dark Nova Mod
View previous topic :: View next topic  
Author Message
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Wed Jan 16, 2008 3:00 am    Post subject: DN 5.02 Initial Impressions/Comments Reply with quote

Ok, I setup a hotseat game and had a Crystalline race and an Organic race. First thing:

1) On the Base, Sat, Scout, Colony Ship and Weapons Platform chasis for the Crystalline race they all had "Must have Organic Manipulation Racial Trait" in the prereq/constraints field. It still allowed me to build them though. <--it showed that in the ship info screen

2) Can build Small Freighter, Colony Ship and Scout at level 0 in tech but if you train it 1 level it shows as tech level 2 in the ship info screen.

3) Started with level 0 in Infantry yet could build one and level 1 in Troop but couldn't build a troop. Turns out there are no Troops, its troop weapons and artillery. Perhaps a name change from "Troops" to "Infantry Equipment" or somesuch?

Thats all I saw in the limited time I played. Will post again once I get some sleep, lol.


Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Jan 16, 2008 5:25 am    Post subject: Reply with quote

Excellent, thanks.
Looks like I missed a few discriptions Smile

I've added these to my fix list. Nice small stuff. I like it Smile


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Jan 16, 2008 5:31 am    Post subject: Reply with quote

About Troops:
What I've done is the Tech named "Troops" is a parent tech needed to research to open other ground troop technology. First is Infantry and the tech for that. Then comes Artillery units, then Mobile Armor (tanks) and then on to Mechs. A better name for the parent tech probably would be a good idea....


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Wed Jan 16, 2008 12:47 pm    Post subject: Reply with quote

Advanced Ground Warfare maybe?

Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Wed Jan 16, 2008 1:44 pm    Post subject: Reply with quote

Ok, in this first game I had turned Intel off yet 4 of the races kept building intel facilities: Eee, Abbidon, Norak and the Ri'Paphecuh.

- The Colony Ship module is rather cheap, suggest increasing cost of it to avoid a too high colony spam in the beginning. Also, I could build a colony ship in the first turn that could hold 250m ppl with full engines and everything. Perhaps increasing the space the colony module takes up as well? Extra pop is nice but I would hope you would have to research Cargo before being able to hold that many.

- Suggest increasing the cost of the tech Applied Research upwards from what it is currently. With just the "low" tech bonus option checked in the beginning (100k pts) I was able to get level 4 in Applied Research + level 3 in Sensors. Thats pretty powerful starting out at level 4 in research.

- Would there be anyway to implement Light versions of Crystalline and Organic Armors? Not the fighter or infantry version but a version for a normal ship like the "light armor" is a small version of the normal armor.

- I noticed Crystalline and Organic hulls didn't have any benefit associated with them - no minus maintenance for crystalline, no regen capabilities for organic, is that by design?

Ok, thats as far as I got this time, will post more later.


Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Jan 16, 2008 8:19 pm    Post subject: Reply with quote

Astorax wrote:
Ok, in this first game I had turned Intel off yet 4 of the races kept building intel facilities: Eee, Abbidon, Norak and the Ri'Paphecuh.

AI has not been touched at all yet. That'll be down the road. Not sure why they'd do that though...
Quote:
- The Colony Ship module is rather cheap, suggest increasing cost of it to avoid a too high colony spam in the beginning. Also, I could build a colony ship in the first turn that could hold 250m ppl with full engines and everything. Perhaps increasing the space the colony module takes up as well? Extra pop is nice but I would hope you would have to research Cargo before being able to hold that many.

Ah! Colony ships and population sizes are due to be changed. Just not yet. Colony modules will become quite a bit more expensive and the kt space that population take up will be increased a lot.
Quote:
- Suggest increasing the cost of the tech Applied Research upwards from what it is currently. With just the "low" tech bonus option checked in the beginning (100k pts) I was able to get level 4 in Applied Research + level 3 in Sensors. Thats pretty powerful starting out at level 4 in research.

I've been thinking about this one too. Since I will be adding City versions of resource/research facilities, I'll probably be reducing what you get from the normal versions. That will put a lot more focus on colony development rather than building large numbers of small facilities.
Quote:
- Would there be anyway to implement Light versions of Crystalline and Organic Armors? Not the fighter or infantry version but a version for a normal ship like the "light armor" is a small version of the normal armor.

Hadn't thought of it. But there might be small versions available for any ship.
Quote:
- I noticed Crystalline and Organic hulls didn't have any benefit associated with them - no minus maintenance for crystalline, no regen capabilities for organic, is that by design?

Sorta. What I've done is just make the stock versions fit the number of hulls for DN5. DN4 had special abililities for racial hulls. I'm not sure yet if I'm going to do this or not. There are Unique versions of racial hulls which will provide special abilities and if a racial type finds the unique version of their own hulls (organic race finds unique organic hulls) then they will end up with an even more advanced version. That's what I'm actually working on right now.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Fri Jan 18, 2008 7:33 am    Post subject: Reply with quote

Bearclaw, noticed I could construct an artillery piece at level 0 in the required tech and that it had the same Organic Manipulation prereq (this is for Crystalline).

I have noticed a trend in this exact same thing in that you will get the vehicle type/unit type along with the required tech to actually build it. Shouldn't it be where you get the tech, then have to research that tech to atleast level 1 to be able to build these things?

By the way, it looks to be the same way with the Escort (Escort Construction along with an Escort once you research Construction another level).


Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Jan 18, 2008 7:47 am    Post subject: Reply with quote

Excellent! That means its working!!

The end result will be that if you wanted to, you could either just research the basic vehicle size (what you found to start with) or enhance the research of that vehicle by researching that new tech level. Eventually, there will be special mounts and components and such.

At least, that's the plan


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Fri Jan 18, 2008 7:51 am    Post subject: Reply with quote

I see, well it was just throwing me off seeing tech level 0 yet having level 1 on the hull size and if I researched it up a tech level (to level 1) I would have a level 2 hull ...confusing, lol.

Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Fri Jan 18, 2008 7:55 am    Post subject: Reply with quote

Perhaps you could start the tech at level 1, that would clear up the confusing hull levels as it would then match. I suppose it just an aesthetic thing.

I'm not really sure how separating them is any different than having the vehicle available upon research of the required tech - the basic ship for level 1 and any advanced mounts etc for succeeding levels.


Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Jan 18, 2008 8:02 am    Post subject: Reply with quote

Good Points. I've added them to my ideas list.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Fri Jan 18, 2008 3:41 pm    Post subject: Reply with quote

Bearclaw, I think you should just go ahead and look at all the Crystalline units/ships and see if they all have the Organic trait prereq. All the ones I've checked so far have it including fighters upto Interceptor, orbital platform, base and drone, I think.

Ok, the way its been going is that I'll train a level of something and it will give me the chassis for that unit/ship and the tech to build it all at the same time - thats by design right? Well, the Orbital Fighter and the Zero-Gee Fighter are reversed, methinks. When I trained Fighters level 1 I got the Orbital Figthter chassis but the Zero-Gee tech; level 2 in Fighters gave me the Zero-Gee chassis and the Orbital Fighters tech.

Also, Orbital Fighter and Interceptor (haven't trained it higher than that yet) both have as constraints - can "only" have 18 engines. 18 engines on a fighter?! lol, surely thats a typo Wink

Anyways, more later!


Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Jan 18, 2008 5:37 pm    Post subject: Reply with quote

yes, the requirments are definetly bugs. I created the organic versions first then used them as templates for the Crystlline. Looks like I forgot to adjust some of them. Thanks.

The 0-G and Orbital fighters is also a bug on my part.

The thing about the engines is from stock, however. That I haven't touched yet.

thanks, I've added these to my fix list.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Mon Jan 21, 2008 5:23 pm    Post subject: Reply with quote

I've been playing it, Bearclaw but haven't come up with anything else to tell you about, its looking good Wink

Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Jan 21, 2008 5:27 pm    Post subject: Reply with quote

Good to hear! I should have the next version ready later today.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Mon Jan 21, 2008 5:31 pm    Post subject: Reply with quote

Sweet. Any chance the Light versions of Crystalline/Organic armor will make it into this coming version?

Back to top
bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Mon Jan 21, 2008 5:36 pm    Post subject: Reply with quote

Probably not. This version is more of a focus on Unique/Enhanced technologies. Plus some identified bugs.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


Back to top
Display posts from previous:   
Post new topic   Reply to topic    Spaceempires.net Forum Index -> Dark Nova Mod All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB
All logos and trademarks used on this site, all comments and stories posted for reading, all files hosted for download,
and all art work hosted for viewing are property of their respective owners; all the rest copyright 2003-2010 Nolan Kelly.
Syndicate news: SpaceEmpires.net News RSS Feed - Syndicate forums: SpaceEmpires.net Forums RSS Feed
Page Generation: 0.25 Seconds