Locarnus
Posts: 287
Joined: 5/30/2010 From: Earth, Sol Status: offline
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@Unforeseen: I m very glad your fingers are not as bad as they first appeared. Had my hand in plaster once and it made me realize how valuable a working hand is. I wish you well and hope for a quick recovery! If I understand Haree78 correctly, the StingerBeam was designed as a higher power/longer range phaser lance. I left the branching as Haree78 decided. They just omitted the phaser step. The weapons graphics selection sounds great, looking forward to it! @Wanabe: I plan to fill in the "missing" sizes and may change the starting sizes as well in the next major patch (not sure when it comes, depends on the fixes and my rl time constraints now). Something along the line of 180(160), 240 (230), 300(300), 360 (fill in), 430(400) or so. As you said, it is quite a problem with current template systems to make some which work for early and late game, especially if the differences between the 2 get larger. @Enderbou: I m not sure about the term "size" in DW. It seems to be some kind of abstraction taking both volume and mass into account. While I agree that hab modules should have larger volume than now, the mass is pretty low. I dont want to stray too much from vanilla, DW:U modding does not seem to be made for that. @Tehlongone: I m still not sure how to balance the racials. With the current design logic, if I make the Zenox shields 9 size and the template calls for 3 shields, the "advantage" is only 3 less size (ie just higher speeds, if not cut off by size). If I leave them at 10 size and raise the recharge rate by 0.1, it would mean 0.3 more recharge rate with 3 shields. The latter would really make the Zenox shields have faster recharge and thus reflect their tech advantage in that area. Will probably just do that (with a minimal advantage on last tech step, like the proposed 0.1 or so), but in no way decided yet, if anyone has objections. After all they reach that step much faster now. @CyclopsSlayer: Corrected the countermeasures and targeting in 0.87. The branching off of the wonders was also some kind of preperation, if Elliot implements "national wonders" and makes the facilities more worthwhile to mod. @Tanaka: Yeah, I havent heard from Foma, so I might need to try to balance the hyperdrives myself. @dwaine: Thanks for the full trees! I linked your post in the OP. A great overview! I will include your fuel suggestion in the next version as proposed, although that might be out some time, as 1.9.5.3 did not balance the energy needs/production. @hewwo, Sithuk & pycco: Elliot has stated that he is working on it, unfortunately it didnt make it in 1.9.5.3, just tested it. So I ll have to wait for that to happen, cant edit the design templates in such a way, if I want to keep the mod compatible with themed mods. @bugbear777: You are welcome ;-).
< Message edited by Locarnus -- 6/14/2014 4:59:53 PM >
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