.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

geoschmo December 3rd, 2005 10:21 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Imperator Fyron said:
Geo:

75% loss resource converter ability with the trade with local merchants description.


I still don't get it. Is the local merchant thing just a colorful description for what the Space Port does anyway?

Fyron December 3rd, 2005 10:23 PM

Re: Adamant Mod Discussion Thread
 
Yes. The "trade with local merchants" is just a colorful description of resource converter ability.

Ability 2 Type := Resource Conversion
Ability 2 Descr := Resources can be traded with local merchants with a 75% loss of material (only 1 facility per system effective).
Ability 2 Val 1 := 75
Ability 2 Val 2 := 0

Fyron December 3rd, 2005 11:30 PM

Re: Adamant Mod Discussion Thread
 
You guys want images? Well, you can have Xintis looming over you!

Fyron January 30th, 2006 04:39 PM

Re: Adamant Mod Discussion Thread
 
Weapon system discussion ahoy!

Quote:

After reviewing the weapons of the mod, I have come to the conclusion that different paradigms aren't all that different. There are minor differences, but they are just details.

To remedy this, I am contemplating starting over on all of the weapons. Each paradigm will have some non-autofire PD weapons and 10 other weapons. These 10 weapons will include every ship weapon, from beams to missiles to special damage types. The weapons will all be, say, 500 kT, with mounts providing a variety of scaled options. Each weapon will have 15 levels, split into groups of 3: a low tech version requiring almost no theoretical techs, a medium tech version requiring moderate theoretical techs (and the low tech version), and a high tech version.

Each paradigm should have some general theme to their weaponry. For example, organic races might focus on short ranged claw weapons and missiles. Energy races might focus on long range beams (where long range is going to be about 8 or so, with more weapons limited to ranges like 3 and 5, especially in the early game).

This system should hopefully make the weapon selection of each paradigm unique, thus creating different strengths and weaknesses.

What do you think?

What weapons would you assign to a paradigm, and why?



All times are GMT -4. The time now is 10:59 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.