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-   -   Nomadic Races (http://forum.shrapnelgames.com/showthread.php?t=2137)

Windborne March 2nd, 2001 03:01 PM

Re: Nomadic Races
 
Nomadic races should

A) Be available both for humans and AI

B) Be unable to colonize any planet, their planet perhaps set to none and a setting to stop them from colonizing anyhting but their homeplanet type/atmosphere

C) A number of special ships, perhaps using colony ship hulls, which can hold facilities for life in space

D) Advanced remote mining abilities that don't hurt the planet being mined, but also give less resources then strip mining

E) Have population quarters on each of their ships where population actually is able to GROW as if on a planet. These replace colony modules.

[This message has been edited by Windborne (edited 02 March 2001).]

mac5732 March 2nd, 2001 10:01 PM

Re: Nomadic Races
 
In regards to Tampa_Gamer instead of changing abilities of certain facilities why couldn't you just add or design new ones just for that race? and just design a brand new race with all new limitations, disadvantages and traits? I was just wondering if this would be easier then trying to change current designs to fit the new race?

Windborne March 3rd, 2001 03:19 PM

Re: Nomadic Races
 
I like the idea of regular races being able to have populated starbases, though without anything near the full options available to a nomadic player who could build populated space STATIONS and SHIPS as well as (hopefully) many special facilities. The idea of a facility for nomads that let them get (a SMALL amount of) resources from nebulae would be an ideal special nomadic facility.

Windborne March 7th, 2001 06:10 PM

Re: Nomadic Races
 
Theres a lot of talk about nomads in other topics but the nomad topic is falling pretty low now, anyone have some idea's for the specialized nomad tech tree? And is there any real chance the makers of SEIV will actually read our Posts and use some of the more popular ideas? Like pirate race technology and nomad technology.lol


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