Time for bug testing (great, two days before she comes back lol, but oh well).
Nova has discovered at least one bug. Small chemical thruster still gives fighters only one movement.
If you want to help,
download this maximum technology game. Then design ships with each one of the following components and make sure each of the components do what they're supposed to do. The ship captains especially with wierd abilities like resource conversion and cloak detection need to be tested. Testing cloaking ability will require that you make contact with yourself and see if cloaking's defeated.
Aetheric Mirror
Aetheric Nimbus Shield
Antichronon Pulse Blaster
Anti-Graviton Shunt
Auto-Defender
Bridge
Cargo Bay I, II, III
Centotaph of Rylex
Chemical Rocket Thruster
Chromium Gong
Cobalt Torpedo
Construction Drydock
Continuum Renderer Array
Crew Quarters
Deadly A-Bomb
Drone Warhead
Eidetic Matrix Bubble
Electron Accelerator Beam
Even Deadlier A-Bomb
Expanded Fuel Tank
Fighter Bay
Fighter Cockpit
Fission Missile Rack
Fission Torpedo Pod
Fusion Rocket Launcher
Garthan Warlord
Gas Giant Colony
Gatling Laser
Gauss Cannon
Graviton Distegrator
High Explosive Chaingun
Horloge of Primordius
Hospital Bay
Hotshot Test Pilot
Hydrogen Fusion Drive
Hyperdrive
Hyper-Ebola Plague Bomb
Hyperfoam Injector
Hyperwave Filter Array
Hyperwave Noise Generator
Hyperwave Signature Projector
Hyperwave Tele-Scrambler
Ice Colony
Impaler Missile Rack
Infinate Improbability Reactor
Just-Add-Water Planet Constructor
Kawangi Overlord
Klackar Merchant
Laser Beam
Lava Bomb Launcher
Lava Burst Cone
Lava Flash Crater
Life Support
Limited Vacuum Colapser
Lookout Frogs
Major Brass
Mark Two Eyeball (2)
Mass Driver
Master Computer
Micrometorite Gun
Mine Sweeper
Mine Warhead
Mnemonic Sequencer
Molydenum Cone Cannon
Moon Marauder
Mukitan Explorer
Multidrone Repair Bot
Multi-Missile Launcher
Nebulae Graviton Emitter
Nebular Garbage Scow Module
Nebular Plow
Neptunium Railgun
Neutron Bomb
Neutronium Armor
Nova Bomb Launcher
Orbital Spacedock
Outpost Module
Particle Vortex Cannon
Personal Ray Gun
Pirate Queen
Plasma Blaster
Plasma Coil Cloaker
Plasma Torch
Pisotron Scrambler Beam
Robo - Farmers
Robo - Miners
robo - Rad Extractors
Rock Colony
Rogue Arms Dealer
Sarditon Optimizer (5)
Satellite Computer Core
Scaffold Space Yard
Self - Destruct Device
Small Armor
Small Chemical Engine
Small Emissive Armor
Stellar Plasma Sphere
Strange Quark Projector
Subaether Field
Tachyon Ray Gun
Tan'ru Invader
Three-headed Theep
Timeless Bauble
Torc of Babulon
Tri-Titanium Armor
Troop Cockpit
Unemployed Dark Lord
Urluquai Hunter
Utility Bay
Weapons Platform Computer Core
Zeluig Monocle
Zorg Helmsman
Too bad the maximum technology game doesn't give you the better hulls. Hulls and mounts need to be tested as well. So do facilities. But I guess that can wait.
I have the following suggestion for the modification.
settings.txt
Code: Select all
Characteristic Maintenance Aptitude Max Pct := 120
Characteristic Maintenance Aptitude Min Pct := 80
Instead, lock the maximum and minimum at 100 percent. If the maintainence base is 25%, then raising it to 20% means a 5% maintainence and raising it to 115% means a 10% maintainence and the 120% guy can have 2x more ships. You may also want to take a look at cultural modifiers (definitely get rid or nerf bezerkers). Maybe you can lock intelligence and research at 100% too so you can't get free points off of it. Maybe you could go through the traits list and prune the useless traits out so there's only the good ones too, and adjust the traits. I think it should go 2500, 2000, and 1000 for excellent, good and average traits. I think useless traits like Mechanoids and Lucky and Racial Traits should leave, while the better traits like Hardy Industrialists, Advanced Storage should cost 2500. Propulsion Experts and Ancient Race should cost 2000. Natural Merchants and Advanced Power should cost 1000, but for Advanced Power up the supply range to +50% instead of just +25%. Definitely avoid the B5 syndrome of having useless tech areas or traits please.
The mod just needs a little polishing and we can start killing I think

.
Brian
P.S. I have also decided that the game will likely be 0 racial starting points, since I've received positive feedback. Okay, just one from Nova, but since nobody says anything about it I think that 0 racial points is a great idea. If Nephtys changes the point cost of advanced racial traits, then it'd be a struggle getting enough points for Hardy Industrialists or Advanced Storage Techniques, which is how it should be. Every race will then have one defining characteristic, or two if your base stats are utter crap. Likely it will be a five homeworld good start with high resource start for the +100k research bonus.
Nephtys,
I've put some of my ideas together in settings.txt, racialtraits.txt and cultures.txt .