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Re: AvP Mod
"Xenomorphs" and the Aliens from the movies are the same thing. "Xenomorph" is just the term that the Colonial Marines have given them, since there are hundreds of different alien life-forms out there.
As for tech... yeah, all the techs are specific to the races in the form of traits already - but the aliens will still be able to control captured ships after combat - unless the ships are fitted with self-destruct mechanisms. I suppose the aliens could make use of many smaller vessels with boarding parties to exchange ship deaths with the enemy, which would make them a "swarmy" player... that could be fun, so long as the constant loss of ships in combat wasn't too much of a disadvantage. I don't suppose there is a way to completely remove components from a ship after capture (other than making them simply "destroyed"), is there? |
Re: AvP Mod
im modding quite a lot, too. The only things i know off are the following:
- Successful boarding attack will result in the destruction of ALL components with boarding defense abilty, a unsuccessful boarding attack will result in the destruction of ALL components with the boarding attack ability. - Destroyed components can only be repaired if the required tech knowledge is available. Maybe you can make up something with the help of those 2 "hints" ? |
Re: AvP Mod
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Re: AvP Mod
I suppose I could add the Destroy Planet Size ability to security components, and set it to 0, then change the damage to type of the security-destroying weapons to Only Planet Destroyer, since there likely won't be any weapons that can destroy a planet in this mod. Would that work?
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Re: AvP Mod
It would, but it might confuse the AI into thinking those are actually stellar manipulation ships. You will have to test it.
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Re: AvP Mod
Once SE5 is done i really would like to see SE4 Version 2 just as a reward to the loyal fans who still play it or with older systems ?
Unlikley but always hopeful |
Re: AvP Mod
Okay, been through with a fine-toothed comb and set it up. I'll have to wait until I play around with the AI files to test it, but that shouldn't be too far off.
Here's an update: Aliens: Added Alien Scouts and Alien Hunters to the components file. Predators Tech Yautja Ship Construction, Tachyon Weapons, Kinetic Weapons, Heavy Plasma Weapons, Orbital Bombardment Weapons, Flux Engines, Warp Drives, Predator Vision Modes, Storage, Guidance Systems, Plasma Reactors, Shielding, Active Camouflage, Electronic Stealth, Yautja Armor, Mining, Farming, Energy ConVersion, Academics, Hunting, Society, Preservation. Vehicle Sizes Colony Ship, Transport Ship, Predator Shuttle, Scout Vessel, Light Hunter, Medium Hunter, Heavy Hunter, Light Warship, Medium Warship, Heavy Warship, Mothership. Facilities Crystallis Quarry, Eta Farming Grounds, Energy Converters, Learning Center, Clan Hall, Market, Crystallis Containment, Yautja Gardens, Plasma Core, Military Garrison, Construction Facility Components Bridge, Life Support, Crew Quarters, Tachyon Beams, Kinetic Converters, Plasma Missiles, Null Bombs, Inertial Flux Engines, Warp Drives, Scanning Matrix, Alien Scanner, Storage Bay, Plasma Reactor, Attack Computer, Ablative Shields, Camouflage Field, Thermal Mask, Infra-Red Mask, Yautja Armor. |
Re: AvP Mod
With all the basic components, ships and facilities coded (not tested, at all, just drafted) for the three main races, I'm going to spend the next couple of weeks hunting down pictures to go with them, so I might be a little quiet.
If anyone feels like helping me in this, you can reach me via goatfoam@ntlworld, or just by posting in this thread. Obviously, full credit will be given. Also, the missus is (supposedly) working on the website, which should be up within a week or two, so I'll keep this space posted on that too. |
Re: AvP Mod
Is that email address a .com?
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Re: AvP Mod
Er... yes. Whoops! Sorry, that'll be the insomnia.
goatfoam@ntlworld.com There we go. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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