Wade1000
Posts: 771
Joined: 10/27/2009 From: California, USA Status: offline
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quote:
ORIGINAL: Tom_Holsinger Kid, Fixing that will pretty much require a code patch. The only spreadsheet changes I can think of off-hand which might help would be more racial-specific tech. A code patch would be required to: 1) allow more racially distinct planetary environments, with racial differences in those environments being made more moddable. Bob said he'll work on this, but the first code patch at best would only allow players to mod those environments. See this thread - http://www.matrixgames.com/forums/tm.asp?m=2309578 - and Bob's final post in it. 2) create, or heighten, differences in AI behavior based on an empire's dominant race, hopefully moddable. A great deal could be done here. I personally advocate having distinct racial attitudes towards other empires (humans hate the bugs/Teyes but not vice-versa, Hoon Yon and A.R.O.M. hate each other, Linkin & Walden like each other, etc.) with all of that being moddable. My experience with MOO3 has been that racial animosities and likes are a great means of boosting role-playing. But anything which changes AI behavior, outside their initial scripts which are mostly related to victory conditions, requires a code patch. I disagree with implementing racial attitudes like in MOO3. I think the Civilization 4 model of attitudes is better. They all start out neutral and over time varoius hatreds and friendships develop depending on deals, actions, alliances, trades, etc. No attitudes are pre-set. Either do it like that or leave it as is is my opinion. I greatly dislike pre-set partial stories/histories and artifial limits in 4Ex strategy games.
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Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.
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