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Re: I Did It.
What else could be possible with intel mods? Star destroying, black holes, close WPs, atmosphere converting, Plagues?
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Re: I Did It.
You could go d/l the Adamant Mod alpha, linked in my sig, for ideas of what can be done. There is undoubtedly more possible. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: I Did It.
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Even the AI will use these projects. And planet gravitational shields will not protect you against the planet destruction. [ April 06, 2003, 07:07: Message edited by: Q ] |
Re: I Did It.
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Re: I Did It.
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[ April 07, 2003, 01:58: Message edited by: smitty ] |
Re: I Did It.
I do not bow to the childish whims of patetic planets who think they can control my destiny! http://forum.shrapnelgames.com/images/icons/icon8.gif
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Re: I Did It.
I know what you were posting, I was just being demigodic about it.
I agree, that it would be a balance issue, but no more than any other catostophic event. Make the cost of the project very expensive, and the requirements the same. If you set up a game that does not allow stellar manipulation, then the project would not work. IE its availablity is directly tighed into stellar manipulation. No stellar Manipulation, no Doomsday Intel Project. |
Re: I Did It.
You can not in any way shape or form compare events to intel projects. Intel projects from a single empire can destroy up to 12 planets in a single turn (though more likely 11 or fewer, as the attacker will need at least 1 CI), and then 12 planets in each subsequent turn, turn after turn. Events could never do that. I think there is a limit of 1 event per turn.
Also, more expensive means harder to defend against as well. So, those planet busters become even more of a problem if you make them really expensive. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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