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Re: Space Food Empires!
Oh well. I like mounts that add range and hit modifers. Or mounts that make a big increasement in damage. I dont like that increase costs or tonnage though http://forum.shrapnelgames.com/images/smilies/wink.gif
When do you think a playable version will be ready ? I remember you talking something about "christmas". I didnt imagined you could mean christman 05 though http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/images/smilies/wink.gif 190 facilites sounds pretty much, same goes for 150 weapons. Looking forward to it ! |
Re: Space Food Empires!
I'm not big on lots and lots of mounts, so I was thinking for a given ship you might have:
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Re: Space Food Empires!
What do you consider special mounts ? Things which increase damage resistance or decrease supply usage ?
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Re: Space Food Empires!
A speciality mount could be a single weapon, ship, or racial specific mount.
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Re: Space Food Empires!
I'd suggest thematic mounts which could be different per race, and/or mounts such as:
Fast Food Mount (greatly reduces cost, structure, and accuracy, damage done, and increases supply use) Gourmet Mount (adds lots of cost, reduces size and structure, increases damage done, accuracy and supply use, requires much research) Freshness Mount (like gourmet mount but only available for appropriate food types, less costly and less potent, and doesn't require much research) Preservative Mount (adds cost and structure but reduces accuracy and supply use) Shrinkwrap Mount (reduces size and structure but adds cost and reduces accuracy, damage done, and supply use) Spice Mounts (various types with own tech areas, for use with appropriate foods, generally add cost and supply use and multiply damage done, reduce accuracy and structure) Just some ideas... it's not like there isn't already a ton of creative food-themed stuff in the mod! PvK |
Re: Space Food Empires!
Thanks for the suggestions PvK, I think I might use some of them in some capacity in the mod.
I ended up splitting up weapons that were usable on fighters and troops, so now there are ship versions, fighter versions, and troop versions. Of course, not all weapons exist for each vehicle type. Anyway, separate entries seems the best way to go to ensure the best fit. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Space Food Empires!
A repost from the SE.net Space Food Empires forum:
Rather than use mounts or create mini versions to adapt weapons to troops, I ended up deciding on making specific troop versions of appropriate weapons. The main reasoning is to eliminate many of the quirks associated with ground combat such as weapons firing every turn and lack of functional damage types. Another interesting aspect is that there are two types of troops in the mod - troop vehicles, which can be designed by the player - and various troop infantry that are essentially 1kT weapon components that can be placed on the troop vehicles. For example, you could then have a tank with a cannon and two assigned infantry etc. Infantry troops tend to provide less damage points then troop weapons, but do offer better "armor" protection to the vehicle. |
Re: Space Food Empires!
Here are the current general mounts in the mod:
Remember, you can also come and post in the Space Food Empires mod forum hosted at SE.net: Space Food Empires Forum |
Re: Space Food Empires!
As mentioned in another thread, the Space Food Empires site is mostly back up at it's new home below:
http://sfe.captainkwok.net/home.html Keep in mind, the space yards and technology section are currently being updated and have mostly placeholder pages in place. However, the features, empires, and a few other pages are up to date. I should have the remainder of the more interesting technology pages up by the end of the night. |
Re: Space Food Empires!
Ok. I did complete the general components and general weapons list tonight, plus lists for racial technology of the Banana and Broccoli races. The other races should have their technology lists finished up tomorrow.
Overall, updating the site has been a good exercise to review the data files and catch all sorts of little bugs or other issues that would have certainly cropped up later. I'll try and work the Space Yards information (sorry no pics yet) on Sunday. It will give me a good chance to audit the VehicleSize.txt file which I'm sure needs some serious cost adjustments. http://forum.shrapnelgames.com/image...ies/tongue.gif |
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