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-   -   Massive Mod under construction (http://forum.shrapnelgames.com/showthread.php?t=23457)

Ragnarok-X April 10th, 2005 06:35 AM

Re: Massive Mod under construction
 
Impossible...

Slick April 10th, 2005 01:34 PM

Re: Massive Mod under construction
 
Impossible in SEIV, unfortunately due to hard coding. I shudder to think what a TDM race with high difficulty and bonus would do to me. But SEIII had it and we are told that SEV AI will also protect warp points. I can't wait to get killed by the SEV AI.

Suicide Junkie April 10th, 2005 02:30 PM

Re: Massive Mod under construction
 
The hardest part of a megamod will be finding balance.
Good luck, and be sure to not fall into the trap of "oooh shiney ubertech!"

NullAshton April 10th, 2005 05:39 PM

Re: Massive Mod under construction
 
Ubertech is fun if balanced correctly...

Atrocities April 10th, 2005 05:57 PM

Re: Massive Mod under construction
 
If you want to spend the time on it, I say go for it and good luck. Feel free to use what you need from the STM so long as you include credit where credit is do. http://forum.shrapnelgames.com/images/smilies/happy.gif

Renegade 13 April 10th, 2005 06:24 PM

Re: Massive Mod under construction
 
Quote:

NullAshton said:
Ubertech is fun if balanced correctly...

...but if it's balanced correctly, it isn't ubertech...

Ron_Lugge April 10th, 2005 06:35 PM

Re: Massive Mod under construction
 
sounds interesting...

El_Phil April 11th, 2005 06:57 AM

Re: Massive Mod under construction
 
Yes shiny weapons are a problem. I spent ages trying to balance mounted railguns in a mod. On the one hand they were clearly far too powerful at the high end, on the other hand I wanted them to uber and shiny just because it sounded cool.

A dreadnought mounting 16" railguns blasting huge ship killer rails! BLAM!!

Urendi Maleldil April 11th, 2005 03:27 PM

Re: Massive Mod under construction
 
Quote:

mac5732 said:
the mods are all good and I would be interested in this one, howeveer, I would like to see an AI that defends wormholes with bases, mines, sats and ships,

Actually it is possible if you mod in a few satellites that are the size of space stations, and give the AI sat layer components big enough to hold them.

That's what I was trying to do with the Defense Platforms in the Pointer Mod, but I just haven't written the AI for it, and there are still some conflicts with the standard Satellites.

Suicide Junkie April 11th, 2005 03:35 PM

Re: Massive Mod under construction
 
Regarding mounts:

- Do Not try to use a stock-like mount system. You'll get uber-ed into the ground. IMO stock is a bit more fun if you simply delete the mounts.
- Have some tradeoffs. Give the bigger guns a bit more damage/kt, but decrease their accuracy and increase the price/kt. Increase range, at the cost of damage. Decrease damage for a significant price drop.
- Don't forget missiles. Although you can't change the actual missile's stats or range, you can make the launcher pre-fire missiles by extending its range, or hold-fire by decreasing range so the enemy can't run away after the missile is launched.
- Mounts are not just for weapons anymore! Component quality mounts can give you some variety in your internals hitpoints/cost/size. Supply use can be adjusted on your engines and cloaking devices. Use mounts to make fighter bays cheaper on carrier hulls. Make cargo components smaller/cheaper on transport hulls. Make colony modules smaller/cheaper on colony ships.


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