[script/mod] ImprovedRaces R15.31 (24.04.2012)
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Re: [script/mod] ImprovedRaces R14 RC10 (28.03.2010)
yes, as well as ware sizes. for more info check this mod's thread. It's very good and has more sense that original/CMOD one (for example - hammerheads are not taking 1 cargospace - as this is nonsense (strongest missile in game and just 1 cargo space???)Missile properties has been changed? Is it compatible with Cmod3?
it is compatible with cmod unless you dont install cmod as a mod (in game - launch screen under 'mod' button), because then CMOD will overwrite this one. If you have CMOD as fake path, (14.dat, 18 dat or similar), just copy types directory from my zip and it should work
There are still strange things with Ai in R14, but its much better. If you like to have very good military Ai use RRF for that, and IR for xenons/khaakAlso I have been playing R13 and the AI is pretty weird, when for
Also the Xenon is a bit slow on taking over sectors
R14 has COMPLETLY new AI for xenon. In this version, if you dont stop them immediately after they start invasion, they will overrun secrtor after sector pretty quickly. They dont care about keeping sectors, and leave just small forces behind. This is blitzkrieg at its finest

If you manage to stop invasion (kill all xenons that managed to pass the gate) they will try to find another way. Actually you can even use that to 'direct' their attack against sectors you want to be destroyed (if you are at war with some race).
as blockade there are usually either M8's or, if shipyard had enough time to produce, M7M's and it will stay this way, as it proved to be great - most fights is OOS and you dont see them, and thats why there must be something strong, otherwise blockade is inefficient.The blockade bombers, is there a way to disable them?
I haven;t actually tested new jobs file - it should stop xenons from spawning when they dont own sector, but I havent tested it myself. Someone could try it. Basically from last week as I started to fix IR I had no chance to actually play for longer than 2-3 hours, and see how it everything turned out.Oh and the Xenon spawn rates are changed? How much? Will I actually be able to take a "Vanilla" Xenon sector and hold it without to much casualties?
Basically it may be quite easy to take some xenon sectors that are 'inactive' - only 3 xenon stations are producing invasion ships at the same time. the rest is just collecting resources.
I have evil plan to designate one xenon shipyard as resource collecting division, that will send #deca ship with strong destroyer support to rich sectors to destroy fabs, asteroids so xenons can produce themselves

Last edited by djrygar on Mon, 29. Mar 10, 13:05, edited 1 time in total.
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Couldn't you make the claim cost be related to the number of tax paying planets?
If you took over a major sector which is going to give you loads of tax income, fine, it should cost a bit, but claiming an unknown sector which won't give you any return on investment unless you put stuff into it yourself, that should not cost much, hell it shouldn't really cost anything.
There's boatloads of stuff to do in the late game, half the reason I use this mod is because claiming a sector makes the early game slightly more bearable and not as mind-destroyingly boring as it usually is.
If you took over a major sector which is going to give you loads of tax income, fine, it should cost a bit, but claiming an unknown sector which won't give you any return on investment unless you put stuff into it yourself, that should not cost much, hell it shouldn't really cost anything.
There's boatloads of stuff to do in the late game, half the reason I use this mod is because claiming a sector makes the early game slightly more bearable and not as mind-destroyingly boring as it usually is.
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At the start you fly crappy ships and do crappy jobs for crappy pay, at the end you can do whatever you like, you can decide to wipe out an entire race or you can just do small scale stuff with a fun ship, especially with this it is entirely based around the late game because of the scale of the invasions. More than ever you need things to get you out of the boring and restrictive parts of the game and into the part where you can actually do things and compete with the rest of the forces in the universe.Lord_Dakier wrote:I think thats the other way round. At the start your objective should always be to either do the missions or get some income. In the late game when you have all the money you possibly need there isn't anything to do.
0 and 200 million, and the base income varies between 0 and 5 million from planetary income, in addition to the station income, I would suggest a developed sector with high population should give you about 15 million per tick, and you would probably put about 500 million into it in combined station and takeover costs. This way you get a steady increase in returns, you can start off in a vacant sector and develop it up, and then go on to takeover core sectors, rather than being entirely locked out of the mechanic until you are so rich it doesn't matter.djrygar wrote:it will be based on population and high yeld asteroids avalability, plus it placement (the further on east the cheaper). I think it should vary between 200 and 700 mln (as taxes also will be dependent on population)
If I have to be in posession of a vast reserve of cash in order to buy a sector then I have no desire to buy a sector, because it just gives me a small amount of money (which I already made a ton of).
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Well anything you can do at the start you can do later on, except you can do it with the ships, weapons, and whatever, that you enjoy.
The game expands as it progresses, but very much like an unskippable tutorial level, it doesn't expand fast enough if all you want is to get to the full game.
If you don't want to expand, you don't have to, but if you do, you still can't, things which give you the option to accelerate it are neccesary, especially when the mod has a habit of dropping the lategame opposition on your doorstep at the beginning.
Hence why I have difficulty seeing why there is more to do at the start.
The game expands as it progresses, but very much like an unskippable tutorial level, it doesn't expand fast enough if all you want is to get to the full game.
If you don't want to expand, you don't have to, but if you do, you still can't, things which give you the option to accelerate it are neccesary, especially when the mod has a habit of dropping the lategame opposition on your doorstep at the beginning.
Hence why I have difficulty seeing why there is more to do at the start.
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However come late game you should have a fleet to stop something like that.djrygar wrote:unless your supercomplex will be wiped by army led by 30 K's ;>Lord_Dakier wrote:True anything you can do at the start of the game you can do later on but some are just completly unnecessary. Expanding your ST's in late game is pointless if you already have 10m coming in every hour.
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