Search found 661 matches
- Mon Aug 17, 2015 10:40 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5222006
Re: "Very Difficult Choice" Mod
Thanks for pointing for the bug. I will make the change in the following update.
- Mon Aug 17, 2015 10:17 am
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1162522
Re: ICE Mod 10k
Well, even in "classic, where was no balance and only Uni-Uni-Uni" actually Uni was best choice only under some special game settings. Another best ones included Feu as fastest anti-AI races; Demo, that generally outperform Uni from Prewarp; Crea for Advanced, and even Dict could be used to constru...
- Sun Aug 16, 2015 2:28 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1162522
Re: ICE Mod 10k
Looked at the mod again. I believe in v. 10k the only race playable is unification. Moral techs are placed so that puts any non-uni race at great disadvantage. Exception is creative, which could be viable, but it's too costly, so unplayable either.
- Sun Aug 02, 2015 12:19 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5222006
Re: "Very Difficult Choice" Mod
VDC 58f released:
- Picks cost reverted back to the VDC 58c; I believe this will be final version of the picks;
- AI races revised and adjusted for the current costs;
- Picks cost reverted back to the VDC 58c; I believe this will be final version of the picks;
- AI races revised and adjusted for the current costs;
- Tue Jul 21, 2015 6:05 pm
- Forum: Game Modifications
- Topic: Max pop travelling limit
- Replies: 1
- Views: 6072
Max pop travelling limit
The current pop travelling limit is 25 pop at a time. Would be greateful if someone could find a way to increase it. There is an opinion that travelling pop data is recorded into the save structure and won't be possible to change it without changing the save structure. Any thoughts someone?
- Mon Jun 29, 2015 4:39 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5222006
Re: "Very Difficult Choice" Mod
+500RP in 10 turns? do you people breed like rabbits? Setting two additional colonies to research after building up can produce up to 500 Rps/t. Or getting autolabs in case of unification. Timing for getting autolabs with unification is about t96-100. judging by what you're saying, I am doing indee...
- Sat Jun 27, 2015 6:32 am
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5222006
Re: "Very Difficult Choice" Mod
Well, this race is very, very slow. +60 pop - 6 points +75 ship offence - 9 points +20 ground combat- 3 points HVG - 4 points Aquatic - 8 points Subterranean - 8 points Omni - 2 points Warlord - 4 points Total - 44 points spent, while economic picks comprise only 6+8+8+1/2*4=26 out of 44 plus fuedal...
- Fri Jun 26, 2015 4:04 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5222006
Re: "Very Difficult Choice" Mod
Hi, Can you please tell what were the settings for the game and what race did you use? The main strat is to achieve high economy with high research and production output, which will allow to get the required technology and fleet to defend from antarans. to dark dendroid: I've updated the AI addition...
- Wed Jun 03, 2015 2:16 pm
- Forum: Game Modifications
- Topic: "Very Difficult Choice" Mod, irc channel: irc.quakenet.org/vdc
- Replies: 1004
- Views: 5222006
Re: "Very Difficult Choice" Mod
Thanks for the feedback, I will look into it.
- Wed Jun 03, 2015 8:12 am
- Forum: Game Modifications
- Topic: ARU and Cyber Repair Rates
- Replies: 16
- Views: 18599
Re: ARU and Cyber Repair Rates
- ok, fully revised first post. So, I was correct about 3.3% (or 3.25) rate for the ships? - if weapons & specials hit points are determined by its space and you have a miniaturization due to a new tech field completed, the weapons/specials of a current ship that not has been refitted, will shrink ...
- Mon Jun 01, 2015 7:39 am
- Forum: Game Modifications
- Topic: ARU and Cyber Repair Rates
- Replies: 16
- Views: 18599
Re: ATU and Cyber Repair Rates
Few clarifications: destroyed weapons and specials are not repaired, while damaged ones are. Btw, in VDC destroyed computer and shield generator is still repaired. And weapon's hp is equal to 10% of the space it takes. No data for specials.
I will check your test results to confirm.
I will check your test results to confirm.
- Sat May 30, 2015 3:55 pm
- Forum: Game Modifications
- Topic: OCL_Improved
- Replies: 170
- Views: 950786
Re: OCL_Improved
Cannot tell, it needs testing.Does changing 200 to 132 to achieve the 5% internal repair, then changes a star base internal repair correctly, as it has no engine?
- Fri May 29, 2015 8:40 am
- Forum: Game Modifications
- Topic: OCL_Improved
- Replies: 170
- Views: 950786
Re: OCL_Improved
1. in ocl_improved txt file it says that the denominator for internal repair is 660 Not denominator, but numerator. In Vanilla factual rate of repair of internal systems for cybernetic race is 660/200=3.3% contrary to description, which says it is 5%; is it known where this offset is located / is t...
- Mon May 18, 2015 5:54 am
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1162522
Re: ICE Mod 10h
I didn't use any switches in this case, since I didn't want to play. I wanted to test the races, so I just launched the exe, put 8 players and checked their stats after loading the map.
- Sun May 17, 2015 12:59 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1162522
Re: ICE Mod 10h
I checked more starts in VDC and I see line 5 is showing up quite regularly.