Archived from groups: alt.games.vgaplanets4 (
More info?)
LeeSMaz wrote:
> Howdy All,
>
> As the who shall remain Nameless stated, The 'B' option might be best.
> 'A' too dependent on map size and changing conditions.
> But feel the ships do need boosting somewhat, and or Drac Crew rating
> needs improving as in your proposals.
> If they are to remain slow then defintitely need more bite. Like the LW
> size to 2000 as in your proposals.
> Any marauder improvements will be most useful.
I think 5000 guests should be enough. The point why it's not ot high i
think is because the Dracs won't train enough HGs fillings this ship
complete with HGs. So they will have to capture ships with troops which
is much more difficult.
> Growth did need impoving but hey might not get away with boosting
> everything.
>
85 is still not really much, isn't it?
> Not too in favour with the extra race abilities, I read in old posts
> they met with a lot of critisim....
🙁
> Maybe remove area effect special abilities, and that planet stability
> problem u introduced....not so good me thinks....
> In the attempt to balance them with the area effect abilties u weakened
> them somewhat,
Yes, i know. Thats why now i removed the planet thing. But the
capturing colos and Holy Order of Axia Prime i really like, so i'd like
to realize this.
> Making natives get killed, other races do reduce natives but get growth
> gains, happiness gain not really worth it.
Hmm...but you earn 4x taxes also. My idea was: earning lots of money in
short time and than you have to look for new ressources...don't you
think this is a good feature?
> Or in the above make it a switch for the special building, on or off??
> Actually think this was your intention anyway so sorry,
> Though I'd b leaving it off.
>
> The Krait, whilst way good for tech 5, aint really buildable for quite
> a while and then when u can build them usefully, so can the enemy build
> higher tech ships, so I dont c it a problem except in shareware games.
> Nemisis torp give u optional powers
> for the ship, its removal can weaken them somewhat. Changing to tech 10
> aint so bad.
What means "aint"? I cannot translate this. What i wanted for the Krait
was a not typical Warship but a ship for special orders. That's why i
changed the Solar Gamma Ray that much. What do you say to these
changes?
> The drac starbase being made non-towable limits their ability to get
> metals, this I didnt like.
> If you intend to force lots of them to b built then need more devices
> on them and weapons etc to make it worth while building,
> this mod may make this ship redundant too. Its not like it is a strong
> ship.
>
Hm, okay, after i removed the plaet exploding thing i don't need this
flying homeworld any more. I'll try to find another good job for it. Do
you really think making it not towable (it was only towable by the
Krait or differen alien ships) making the base less useful? Which
devices would make it more useful without overpowering it?
> Didnt like the captured ship limitations, this really weakened the
> race, even the Solorians can use what they capture.
Sorry, i cannot follow? Why should the dracs cannot use alien ships???