Any Beta Testers want to try a mod?

http://www.geocities.com/coven-m/Other/

seldonpakLITE is the one you want. I hope geocities doesn't complain, and if anyone wants to host this for me until I submit to stardock, be my guest. Feedback is welcome here or e-mail me in the read me. I decided to not include one file, written by TurgotZ, and borrowed without permission, for space considerations, as well as the whole lack of permission thingie.

It's based on the Foundation Novels. I didn't see any Foundation-based mods, and thought it would be fun to write one up. On a semi-related note, I joined the Foundation empire.

Anyway, the pack includes:
8 ships
32 improvements
33 techs
8 starbase modules

You will have to probably use galciv writer to renumber the starbase modules and stuff. Enjoy!

edit: -- eek, I gaffed, I forgot to credit Hawaii Five-O in the readme. But yes, I used galciv writer, awesome program!


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2,237 views 21 replies
Reply #2 Top
Thanks, man. I did get one game removed wherein I use this mod. It was a very fun alliance victory. I tech-whored like a madman, and got torians as allies, and had the torians attack the carinoids. Then I got an assassination event for the altarians.

The altarians were #1 at the time, so I couldn't get a quick peace out of them. But after I took one carinoid planet I turned my attention to the altarians, and got a NICE peace treaty from the noids, and got the torians to make nice with the carinoids too so they would provide some fire support against the altarians.

I took out 3 Altarian planents, then extracted a sweet treaty from them. Then I shifted trade routes away from the torians to the dregnin to work on alliances. Meanwhile the arceans went to close so I made alliance. Then the arceans declared war on the carinoids. At this point I was building the "terraformer" and thanks to tech whoring was very cash rich.

As soon as the terraformer was built, I sell evolution control to everyone. It was a marketing coup. I picked up some transports, some new techs, and a fistful of cash. The torians and arceans trashed the carinoid navy and I took the noid planets. At one point, I blockaded a planet with interceptors to prevent the arceans from getting it.

Once I wiped out the carinoids, I allied up with the dregs and yor quickly. I worked on a few more techs, meanwhile, thanks to me no longer building transports+ lots more new planets, my population started shooting up like a ROCKET.

I traded significant amounts of tech to the altarians to get them close, then got 5th alliance.

I wonder if my population shooting up at the end triggered the anomalous stuff. Oddly enough, the victory was, at challenging, less valuable then my military victory on normal, where I went to the end of the tech tree on my Seldon mods. And I only got as far as "the seldon plan" in my alliance victory before I ended it, whereas I had a lot more improvements built up in the military game.
Reply #4 Top
I wonder if my population shooting up at the end triggered the anomalous stuff.
End of quote

What was your empire wide PQ bonus?
Reply #5 Top
I have a several planetary PQs, but I knew about the emp PQ bonus so I added no empire PQ mods. Only emp PQ bonus I was aware of having was the terraformer. I'll check, though.

Anyway, there was some mention of a score-auditing thread, can anyone find the link for that?
Reply #6 Top
If you get too rich too early in the game, by trading stuff to aliens for cash, etc, then you may get an anomalous score too. Another words hording is bad. Use your money as you get it until about 10-12 years into the game.
Reply #7 Top
Yes, I tech whored so much that I could run my spending at 100% and still have cash left over :P that must've been what it was, thanks Moser!
Reply #8 Top
I used your mod on a medium map at maso level.

1st thing that I noticed was that Zeroth Law Tech ID 1100* was too cheap. Since its prereq. tech is Industrial, which costs 50, your tech should cost between 50 and 100 (preferably closer too 100). Also the first two tiers of techs should probably have no global ability increases, let alone two. I like the improvement Zero Law Factory but I suggest 75 cost (halfway between Manufacturing Center cost 100 and Fusion Plant cost 50). The maintenance should probably be increased to 3 or 4 to be more like Fusion Plant maintenance cost.

* Tech 1100-1102 #s are already used by Stardock approved mods. Suggest starting ID #s at 1110.

So far the rest of the techs seem to be priced OK but I might limit them to one less global ability each except for the last 1 or techs in your tree.

Improvements: I suggest you renumber your Trade Goods, Wonders, Achievements using my lists from "Mod Compatability Project" since you have a few conflicting #s with Library mods. Also the descriptions for TGs, wonders, Achieve. need to have the % of the abilities inclusive so people have an idea what they do in game. The normal improvements are OK since they give the stats in game. Other wise the balance of the latter improvements appear to be pretty good so far. I really like your descriptions and the overall theme alot.

Starbase modules: Galaxia Node, Ship Attack Assist too high at 75 and cost should be more than O. This needs more testing to find better balance.

Nucleic Dampers, Ship Defense Assist strength 5, cost too low at 100, suggest 350-500

Nuke Blast Mod, Ship Attack strength 3, cost 0 is too low, suggest 200-300.

Ships: need more testing, costs and maintenances might be a little low.

Oervall impression: excellent idea that needs some tweaking.
:)
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Reply #9 Top
Thanks Moser! Lots of good advice, I'll follow most of it. I'd rather increase the cost of the zeroth law factory, and keep maintenance at 2, though.
Reply #10 Top
I agree with Moser.
Its a nice piece of work. I found a few spelling mistakes and it could use a bit of ballancing.
I'm not realy fond in Asimov, but relatively to GalCiv I think the Galaxy Node is way overpowered. A normal attack addon gives up to +10, strong ones to +25.

Is there any place (e.g. email) to send reports to?
Reply #11 Top

Madai831 if you still require a host for your mod then you can either use the embassy forums which allow file uploads, or send the zip to me and i will upload it to the diplomats-empire domain server. Choice is yours :)

Forum is at > http://diplomats-empire.com

Email > [email protected]

 

~~Mace :HOT:

Reply #12 Top
Actually, the galaxia node was supposed to be influence, I screwed up by making it attack assist. But yeah I should probably tone it down anyway. After I finish the game I'm playing I'll work on v1.1.

It seems yahoo is holding up well enough, so I'll just put the next rev there. You can e-mail me a [email protected]
Reply #13 Top
Actually, the galaxia node was supposed to be influence...
End of quote


Yes, that make's more sense. For an influence SB module, 75 strength is not out of line, since Party Palace is strength 100 (cost 500). You could leave it 75 and have it cost about 350-450BC (?). :notsure:

Reply #14 Top
So, any comments about the ships? The improvements (besides the numbering/bonus issues)?
Reply #15 Top
version 1.1 is out, it's quite a revamp. same link, but here it is again:

http://www.geocities.com/coven-m/Other/

seldonpakV1_1.zip

Reply #16 Top
I'll try it out Thursday.

I'm going to combine it with several other mods to see how it fits.
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Reply #17 Top
Preliminary report:

So far, I combined your mod with all of the Stardock approved mods plus one of my own. The mod in of itself doesn't appear to have any conflicts. However, it raised my total improvements to 206 which seems to cause some display problems with a few of the GC improvements. I had no crashes though and the improvements all built correctly. Your mod puts the SB modules total over the default Bookend module #140, when combined with Icho Tolots mods. I had to renumber Bookend to 200. I built a few SB modules from all of the mods that contain SB modules with no apparent problems. The tech balance seems to bepretty good. I built a number of the ships and they function properly. Its my personal opinion that ships like the contructors should be priced at a minumum the same as the base versions. However, increasing speed and armor for the same cost would be reasonable. I plan on using your mod with all other mods removed this weekend to double check for possible balance problems.

:)
Reply #18 Top
Oh well, I think I'll submit to stardock anyway at this point... it's close enough fer rock and roll :P
Reply #19 Top
There are limits as I suspected with the number of Mods used with a game? Interesting! I would like to include your Mod at NeoTech if you do not mind? :D

NeoTech Gaming http://neotechgaming.com A sci-fi themed website featuring Galactic Civilizations
Reply #20 Top
Hmmm...I just noticed that your mod is in the library under "misc". Unfortunately, it was not certified by Stardock :(

I suspected that it might not get certified because of balance issues. If you ever want to tweak it, let me know. I'll try to help you balance it better.
Reply #21 Top
My apologies... I haven't played or checked the forum for a while. Feel free to include the mod at NeoTech, and build off it. I dunno if I'm going to get a chance to look at it more.