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Re: Verker download Mon, 12 July 2004 05:09 Go to previous messageGo to next message
Micha

 

Messages: 2341
Registered: November 2002
Location: Belgium GMT +1
Ptolemy wrote on Mon, 12 July 2004 10:58

The last mod file version that was made to my knowledge is version 1.3b. I do have the origianl zip and can put it up on a page for download for a short while or I can send the zip by mail.

So the one on the Pirate site is an old one, you might want to send it to Stuart as well ... Not sure though if he's still very active ... Confused

mch

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Re: Verker download Mon, 12 July 2004 15:07 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

For anybody that needs a copy, just PM me with the mail address to send it to. The zipped file size is 1.2 megabytes. Version 1.3b is very well done and has some decent changes to game dynamics.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Verker download Wed, 19 January 2005 02:54 Go to previous messageGo to next message
SinicalIdealist is currently offline SinicalIdealist

 
Chief Warrant Officer 3

Messages: 184
Registered: October 2003
Location: North-left US

While playing w/ various mods, I thought I'd try my own hand, starting from scratch w/ some more modest corrections.

The most dramatic changes you'll find are the changes to terraforming costs. This has been altered overall to both increase the usefulness of TT for non CAs, and to decrease the utility of CAs. Below is a list of every single change to the version.

I call this Stars!Gmod v. .1

=================================
Changes (in no particular order):
=================================

Fuel Mizer: W4% 0 to 1, W6 120 to 100, W7, 175 to 160, W8 235, W9 500, Warp 10 550.

TS10: P23 to P22

Battleship: Mass 222 to 190.

Dreadnought: Init. 10 to 12, Mass 250 to 190

Battlecruiser: Res. 120 to 115, initiative 5 to 8.

Croby Sharmor: cost Energy 7 to Energy 6.

Fielded Kelarium: Cost Construction 10 to Construction 9,
Resources 28 to 26, Iron 10 to 9, Dp 175 to 180, mass 50 to 51.

Orbital Adjuster: Bio 6 to 7, Mass 80 to 100, Minerals 25 to 30.

Meta Morph: Cargo 300 to 0, Base Armor 500 to 750, Old slots: 3Eng,4 GP-2s,1GP8, and 1GP TO 3Eng,

1GP-6, 3 GP-3s, 3GP-2s.

Rogue: Base Armor 450 to 600, iron 80 to 50, 1 scanner to 1 scanner/mech/elect and 2 Elecs to

mine/elec/mech.

Ulta Stealth Cloak: Elect 12 to Elect 11.

Stealth Bomber: 3 Elect to 3 Shield/L/Mech

Shadow shield: 75 to 90

Depleted Neutronium: Mass 50 to 45.

Robber Barron: Range 220 to 340.

Pick Pocket scanner: range 80 to 180.

Frigate: Resources 12 to 14, Base Armor 45 to 60.

Death Star: Base Armor 1500 to 20000. Initiative 18 to 28, 50 shield slots to shield/armor slots.

Ultra Station: Base armor 1000 to 3000, initiative 16 to 20

Starbase: Base Armor 500 to 1500, initiative 14 to 16.

Space Dock: Base Armor: 250 to 500, initiative 12 to 15.

Orbital Fort: Base Armor 100 to 250, initiative 10 to 12.

Superlatanium: Res 100 to 85, iron 25 to 20.


MD 5: Res 140 to 70
MD 6: Res 288 to 144
MD 7: SAME
SD 8: Res 512 to 256
SD 9: Res 648 to 324
UD 10: SAME
UD 11: Res 968 to 484
UD 12: Res 1152 to 576
UD 13: Res 1352 to 676, N24 to N23

Terraforming changes:
TT costs - All 70->50.
Terra costs - All 100->80.

Torp mass:

Torp Damage increased by 13%
Omega: Res 18 to 14, Damage 316 to 363, Range 5 to 7.
Upsilon: Mass 25 to 20, Res 15 to 11, Damage 169 to 194, Range 5 to 6.
Rho: Res Mass 25 to 20, 12 to 8, Damage 90 to 103.
Epsilon: Mass 25 to 20, 10 to 7, Damage 48 to 55.
Delta: Mass 25 to 20, 8 to 5, Damage 26 to 29.
Beta: Mass 25 to 20, 6 to 4, Damage 12 to 14
Alpha: Mass 25 to 20, 5 to 3, Damage 5 to 6

Anti Matter Torpedo: Res 50 to 35, Damage 60 to 100, Range 6 to 7, Bio 21 to 19.

Carbonic Armor: Bio 4 to 7. Mass 20 to 15, Dp 100 to 175.
Organic Armor: Bio 7 to 13, Mass 15, 175 to 300.


=================================
=================================



g.e./Gakl



g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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Re: Verker download Wed, 19 January 2005 03:05 Go to previous messageGo to next message
SinicalIdealist is currently offline SinicalIdealist

 
Chief Warrant Officer 3

Messages: 184
Registered: October 2003
Location: North-left US

This version here combines some ideas discussed and implemented in Coyote's Albemuth stars. This version, I tried not to edit PRTs too much. I mainly sought to give tech toys a longer shelf life and make them more useful.

I tried to help JoaT,CA,and IT minimally. In fact, I'm pretty certain that all except for JoaT have been reduced in power. I've given PP a few bonuses to decrease some of its exorbitant costs (not a huge bonus, but its better than nothing).
CA has its instaforming advantage offset by the fact that terraforming costs are lowered across the board. 80% cost for normal races. 50% cost for TT races.

Torpedoes have been improved slightly across the board.

Starbases improved to decrease power of targetting the starbase, particularly w/ regard to AR. This should improve AR's balance.

On ship designs, I opted for very slight changes, mostly to initiative, dp, and cost.



g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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Re: Verker download Wed, 19 January 2005 04:52 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1195
Registered: April 2003
Location: Slovenia, Europe
Hi!
SinicalIdealist wrote on Wed, 19 January 2005 08:54

The most dramatic changes you'll find are the changes to terraforming costs.

You can change terra costs, but the game DOESN'T use your changes. Looks like terra costs are hard-coded. I know that from playing in VML game, where Verker tried the same with no effect. As reference check the help file for VML 1.3.
BR, Iztok

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Re: Verker download Wed, 19 January 2005 11:34 Go to previous messageGo to next message
SinicalIdealist is currently offline SinicalIdealist

 
Chief Warrant Officer 3

Messages: 184
Registered: October 2003
Location: North-left US

iztok wrote on Wed, 19 January 2005 01:52

Hi!
SinicalIdealist wrote on Wed, 19 January 2005 08:54

The most dramatic changes you'll find are the changes to terraforming costs.

You can change terra costs, but the game DOESN'T use your changes. Looks like terra costs are hard-coded. I know that from playing in VML game, where Verker tried the same with no effect. As reference check the help file for VML 1.3.
BR, Iztok



Are you sure about this? I set up a game to test it out, and the costs in the queue came out as expected.... Cost 50 w/ TT and 80 w/out.

If somone has some web space I'll throw up a working version. And if enough people think these changes are reasonably conservative ones, I'll even think about organizing the changes into something readable. Razz

g.e./Gakl



g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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Re: Verker download Wed, 19 January 2005 12:16 Go to previous messageGo to next message
donjon is currently offline donjon

 
Lt. Commander

Messages: 803
Registered: November 2002
Location: Benque Viejo del Carmen, ...

I think it was specifically the CA PRT that appeared to be hardwired in terms of terraforming costs... but I could be wrong. Smile

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Re: Verker download Wed, 19 January 2005 16:35 Go to previous message
SinicalIdealist is currently offline SinicalIdealist

 
Chief Warrant Officer 3

Messages: 184
Registered: October 2003
Location: North-left US

CA PRT is definitely hard coded in. Apparently all the rest are not. So changing all the rest definitely offsets the CA's strength pretty effectively. Great way to make TT more useful for non-CAs as well.

g.e./Gakl



g.e.
====

"When the newspapers have been read, the TV sets shut off, the cars parked
in their various garages. Then, faintly, I hear voices from another star.
(I clocked it once, and the reception is best between 3:00 A.M. and 4:45
A.M.). Of course, I don't usually tell people this when they ask, "Say,
where do you get your ideas?" I just say I don't know. It's safer."
-P. K. Dick

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