A lil' question MoO2

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Zitron2000,8

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I like the game, a lot, even after so many years. Still there is one or mayby 2 things I would like to change in it, or add... Firstly I always play on huge map, but somehow it just doesnt feel big enough, so would it be possible to make a mod that would add some super huge map which would be like 5xhuge map in size :crazyeye:, and another thing would be to add an option that would take all +science advantages away from everyone and all races would get -1science (or -2,-3,-4) instead... hate how the science feels too rushed at the times :sad:

Even if u dont know if such mod can be made please be welcome to tell what u would think about of such a mod ;)
 
I have just one thought for the moment. Change research buildings so that they don't give a "free" 5/10/15 RP every turn, otherwise the industry races will utterly dominate (more than they already do) by taking every planet and building these on them.
 
If you could up the cost for techs after say the 3500RP, you could slow it down.
 
Good call Frost, ur exatly right... with the science buildings still left as they are it would give huge advantage to industrious races, so that would have to be changed too :)

Vmxa while I do agree with u that rising tech costs would result in similiar end that giving all races say -2 science, but on a long run it would give huge advantage to scientific races... If just the costs are raised then races with - in their science output would still be firing with their "frigin' lazers" while +races would go and fry them with stellarconverters. Well thats as far I can think of, all can disagree ofcourse :)
 
Well, scientific races are supposed to win in the long run anyways. The idea behind not being scientific is usually to grab a winning fleet and walk all over your opponents before they can defend their claims. I don't really see how rising tech costs would do anything other than force you to survive on each level of tech for longer. Furthermore, if you decide to make tech levels take longer by imposing rp penalties on each race, the relative value of each pick would change. With 3 RP per population being normal, having a +1 research bonus effectively increases your RP by 33%. If the normal RP is reduced to 1 per population, then a +1 research bonus is effectively a 100% increase. Democracy's 50% bonus would lose all its appeal.

I think Vmxa has it on the nose here, it's probably safer to increase tech costs than it is to impose research penalties.
 
yup scientific races are supposed to win in that area in a long run. But my point being here that if u rise tech costs its gonna take a lot longer to finish and that would give huge advantage to scientific races... For example: 2 guys challenge each other to run 100m, they both run and the faster one wins by 4 seconds... now if they were to run a maraton the faster one would not win by 4 seconds but by many hours, meaning that difference in their speed is going to multiply again and again the longer it takes. This would mean that if just cost were rised then at some point scientific races would lead so much in science that they could easily wipe all other races out without any sweat at all...
 
Not a good analogy IMO. It is quite possible the sprinter would fare poorly trying to running a marathon. The way players beat those science races is to kill them. They don't try to get to some high level tech and then kill them, they do it with lower level tech, maybe even nuke missiles.

So while the brains are trying to gain tech, the others are using their production or growth or whatever advantage they have.
 
A lot of Empire-Building games around that time had pacing problems where once you hit a certain critical mass, tech would start coming in so fast that you barely could build stuff before it went obsolete. I think the worst offender was Alpha Centauri, a ton of multipliers for everything, once you hit a certain point (with Morgan in particular) you'd literally make money faster than you could spend it. You'd rush buy almost every turn at all of your cities and still be turning profit - on top of getting a tech almost every turn.

I much prefer the softer multipliers of Civ IV, makes for a much more evenly paced game.
 
A lot of Empire-Building games around that time had pacing problems where once you hit a certain critical mass, tech would start coming in so fast that you barely could build stuff before it went obsolete. I think the worst offender was Alpha Centauri, a ton of multipliers for everything, once you hit a certain point (with Morgan in particular) you'd literally make money faster than you could spend it. You'd rush buy almost every turn at all of your cities and still be turning profit - on top of getting a tech almost every turn.
In Civ2, it was common to get 2 techs per turn in the late game. I even once managed to get 3 (without building Darwin's voyage or using the Great Lib.).
 
If you had to, then maybe slow down the later techs. But I'd really want to speed up the early techs. What I didn't like about the game was the slow tech pace at the beginning. Colonies producing nothing but housing for the first 30 or 40 turns until I'd managed to research auto-facts or biodomes or whatever.
 
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