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-   -   Anyone up to making a B5 tech mod? (http://forum.shrapnelgames.com/showthread.php?t=4233)

Suicide Junkie October 16th, 2001 11:08 PM

Re: Anyone up to making a B5 tech mod?
 
For the mod, what about quasi-newtonian propulsion, and for sure you need lots of balanced armor types.
As for those specific winning conditions, you'll need either a separate scenario for each, or a GM to watch over the game.

[This message has been edited by suicide_junkie (edited 16 October 2001).]

tesco samoa October 17th, 2001 02:52 AM

Re: Anyone up to making a B5 tech mod?
 
how are you doing the armour???

To me that would be a hard area to balance.

Cannot wait to see your tech trees esp. what ever it takes for the volorns and shadows to build the planet killers.

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Inter arma silent leges

thorfrog October 17th, 2001 09:23 PM

Re: Anyone up to making a B5 tech mod?
 
I'm probably not going to do much with the armor. It seems pretty good as is.

Weapons will be modified to have more armor piercing. For example, Depleated UM cannons will be armor piercing but have a reload of 3. Heavy battle lasers will be powerful but bulky, cheap, and have a long reload. Like 4 turns. I think I'll make Shadow tech a new type of tech tree. That way I can make slicer beams and planet killers. Watching B5, armor provides little defense. But the weapons tend to need time to charge up. Shields will be turned off or made extremely expensive. This isn't Star Trek.

Technology for this senario will be highly priced. I think victory contitions will simply be peace for 5 years, Empire growth increased by 300%, something along those lines. Are there any docs out there on how to create a senario? I will also set the politics and redo ship sets.

Repo Man October 17th, 2001 09:34 PM

Re: Anyone up to making a B5 tech mod?
 
I fall into the slow tech group.

The simplest way I found to slow down tech is to reduce the rate of research. There are only three facilites to modify, as opposed to countless techs.

Phoenix-D October 17th, 2001 09:39 PM

Re: Anyone up to making a B5 tech mod?
 
Or just flip the tech cost up to High..
or both.

Phoenix-D

Repo Man October 17th, 2001 09:58 PM

Re: Anyone up to making a B5 tech mod?
 
I meant if slow tech was still too fast.

thorfrog October 17th, 2001 10:44 PM

Re: Anyone up to making a B5 tech mod?
 
I'm begining to think that I'll leave shields in but just make them very expensive. I'll increase research and resource cost.

Suicide Junkie October 17th, 2001 11:17 PM

Re: Anyone up to making a B5 tech mod?
 
Just remember to keep the shields at the tiptop of the tech tree, and fairly weak per KT space.

Just cause they're expensive dosen't prevent someone from putting them on maintenance-free units, making them stronger than ships!

tesco samoa October 18th, 2001 02:49 AM

Re: Anyone up to making a B5 tech mod?
 
Their was no shields in BAB5 from what I can remember.

Lots of Armor. And a better physics system.

( designing a star wars universe no nebulas )

You could do some really neat point defence enhancements.

And the troop pods should be good.

Like the idea with the shadows (and vorlons ) having their own techs.

ZOOOT

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Inter arma silent leges

thorfrog October 18th, 2001 04:22 AM

Re: Anyone up to making a B5 tech mod?
 
Good point. I think I just might have shields only in Vorlon and Shadows tech trees.


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