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I like most of the things you have. I really would also like to idea number 4. The other I have thought of things to do to slow down the pace. I plan on have development time for colonies take 10 years before the cost goes down. I may cut the cost in half, but I think 6 months or whatever it takes is too soon for the development time to end. Are you planning on modding the event times for crisis to take longer? Are you planning on taking a out at fractions as well at one point?
I would like to work together help each other's mod take shape and if you both have the same ideas work together on the same mod.
Jorgen, when you say more research options, do you mean adding more techs into the research card deck?
And I agree with this 100%. It's always frustrating to have to choose between multiple mods. Especially mods of this type.
I'd be ecstatic to see a comprehensive overhaul mod like this that brings all the best modding talent together.
Greetings!
1. I would advocate doing both: research should take longer in general(esp. the early techs, later ones might be fine -- requires testing).
2. I think you're right on target here with pop. growth.
3/4/5. All look pretty good at this point.
6. From what I've seen the size of the weapon mount already makes a bigger difference than you seem to think. Obviously this will require observation with the actual game and changes made as necessary.
7. Like the thinking here as well.
8. Not necessarily opposed, but I think the system size and number of things in them is actually pretty good right now.
Hopefully I'll have time to test this stuff!
That is...not very logical. As Armor would likly be a dense material it will block radiation extremly good.Explosive missiles do not actually hit ships but use nuclear explosions close to a ship. The radiation from such blasts are well protected with shields but armour have a hard time to stop the radiation from leaking through. A missile should do about 80% damage to shields and ignore about 20% of armour as a general rule.
That is...not very logical. As Armor would likly be a dense material it will block radiation extremly good.
Any kind of radiation can be stopped by sufficiant thick dense material.
Some very solid sounding ideas and I look forward to seeing what eventually comes out of it.
I'd have to agree with GrayCarlyle about the nukes though. Think of it this way, radiation is already a massive hazard that has to be taken into consideration when building a starship to begin with right? Add to that the fact that these are specifically military ships and one would imagine that extra radiation mitigation would already be built in.
As with hyme's mode, I fully support this one. If you two agree enough so to join forces, all the better.
As small comment on 1: Increasing tech options over slowing down research is a nice thought, but completely infeasible in practice. If you want the overal game to last 3 or 5 times longer (as is your plans for pop growth), then you will need 3 or 5 times more tech, witch is a huge amount and would probably devolve into a bunch of boring generic techs that exist just to fill space.
Adding more tech is probably a good idea so you will get them at a reasonable pace instead of waiting ages for each one. But as Zorromorph suggested you need to have slower speed overall as well.
Sounds like a 16 bits integer is used to address the star systems. In that case the likely max. number is 32.767.at least 10k in a generated galaxy, less than 50k(which made it crash)