lt411

lt411

Joined Member # 3073503
3 Posts 8 Replies 410 Reputation

Hi Tim, Thanks for the great feedback. It's going to take some time to consider all of that, but I can make a few comments off the cuff. You should be able to use the game options for income rate and research time to tailor any mod to your tasts. Currently, the 'normal' speed is the speed I like with one faster setting and one slower one. If most players like the game faster than I do, then I'll assign my speed to slow and provide two faster choices for others. On

29 Replies 22,196 Views

I would like to ask that ConvertData.exe be given more error checking and throw better error messages. With 1.03, it just seemed to hang or crash when fed bad data. Cheers, Silvermane

41 Replies 28,020 Views

Interesting ideas. They may have changed the default number and type of asteroids for 1.03, but modders can can configure them on a planet type basis. I specify the minimum and maximum and they are randomly generated within those limits. Last time I played, I found myself waiting for resources too much in the middle of the game. Rather than increase the base resource rates, I've been increasing the benefits of research. This way the player can build a powerful economy but th

29 Replies 22,196 Views

[quote]Hoping to have time this weekend to try vs2.T[/quote] Thanks Antracer, I think version 2 has better weapons fire, but I still have more work to do on balancing the economy. I'm working towards being able to play on a large map and support a full fleet at each tier while working through the tech tree. After that, I will spend some time experimenting with the AI settings. Cheers, Silvermane

29 Replies 22,196 Views

[quote]Wow, Sins wasn't exactly fast paced as it was but this turns it into complete snail fest.[/quote] I adjusted the time required to build and research and changed the strength of slow, medium,and fast settings. ........Battleship..........Basic Provisioning Slow....240 sec.............160 sec Medium..120 sec.............80 sec Fast....60 sec..............40 sec Now, you can build and research a little faster with the Heavy Nova mod on fast than with

21 Replies 15,511 Views

I too would like to see more of the AI parameters exposed for modding. There is a lot that could be done to enrich the game there.

16 Replies 10,200 Views

Heavy Nova is a balancing mod that doesn’t add or remove anything from the game. It simply balances the existing game elements to provide a long, enjoyable game that flows smoothly. A secondary goal is to provide the best visual experience while watching massive fleet battles. New for versio

21 Replies 15,511 Views

[quote]I don't quite understand: Advent is at 75% hull and 75% shields? So all their ships got nerfed?[/quote] I don't think it is a nerf. One of the first things I noticed in the vanilla game was that shields recharged slower than hull's repair. I changed that so shields recharge at double the rate of hull repair. That gives shields an advantage over hulls. This I hoped would be balanced by the fact that repair stations and repair bots can repair hulls, but not shields. Va

29 Replies 22,196 Views

Hello Antracer, Thanks for taking the time to try the mod and post some feedback. I doubled the credit cost of everything and quadrupled the credit cost of capital ships. That puts the battleship at 3000 credits which just happens to be the same as vanilla. Originally, I had the TEC at 125% hull and 25% shields. That gave all their ships poor shields. Recently I changed that to 100% hull and 50% shields and adjusted Vasari accordingly. It looks like vanil

29 Replies 22,196 Views

I updated the mod on the webpage: Reduced the strength of pirate raids from 4 times vanilla to double vanilla - that 4x was due to a bug, I never played with them like that in my own games. Changed TEC to 100% hull, 50% shield Vasari to 87.5% hull, 62.5% shield Advent to 75% hull, 75% shield because I didn't like playing TEC with 125% hull, 25% shield. Reduced bombers from double fighter hull to 1.5 times fighter

29 Replies 22,196 Views

Hello Danman, I'm a fan of Master of Orion II as well. In my opinion, it is the best space strategy game ever created and probably that ever will be created. It was released in 1996 and I've been waiting ever since for a worthy successor to MOO, but so far, many excellent games have fallen short. For those of you unfamiliar with the game, I'll try to list a few of the features that made it special. Ships had hull, shield, armor, engines, weapons, sensors, and persone

42 Replies 42,871 Views

I created a web page with a link to download the mod at the bottom of the page: http://letosilvermane.googlepages.com/home As promised, this version has the TEC at 125% hull and 25% shield while the Vasari get 100% hull and 50% shield. I also reduced the jump angle to 25 degrees and doubled the duration of booms and crashes. Thanks for trying out Heavy Nova. I hope you enjoy it.

29 Replies 22,196 Views

[quote]"MarketsI made the markets a little more sensitive to player purchases"I been looking for that file overall in the directory cant find any file that involves that has market or black in the name.[/quote] I halved minTimeForMarketChange and maxTimeForMarketChange in Gameplay.constants. There are other properties there you may want to try changing. For the market, I think something in-between 1.02 and 1.03 would be best. In 1.02, the price went out of control. In 1.03, it doesn

29 Replies 22,196 Views

[quote]You know tec is intended to have more hull and less shields, and vasari be in the middle though? :xThough if you change it that's fine, it's your mod after all, i just hope you adjusted how their cap ships level and stuff too then?Plus tec has much better armor tech to better buff their high hulls.[/quote] Thanks for tip innociv. I didn't notice that. I'll have to switch that around because I don't want to mess with the capital ship upgrades or tech tree, other than the cost an

29 Replies 22,196 Views

Hello, I just uploaded my mod, Heavy Nova, but it wouldn't take the description that goes along with it. I guess it was too long. Anyway, here it is, if there is any way to post this with the mod, I would appreciate it. Thanks, Silvermane Hail Friends, <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:offic

29 Replies 22,196 Views

Thanks for the much needed files. Next time can you give us the mod files a week early so players don't have to choose between the improvements of the update and their favorite mod? Cheers, Silvermane

18 Replies 22,883 Views