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Re: A thought on Neutral Races
Arcon,
Just followed the link in your sig. ROTFLMAO Thanks |
Re: A thought on Neutral Races
Hmmm... making your own neutrals... this might work for a Guardian of Orion type scenario... http://forum.shrapnelgames.com/images/icons/icon10.gif
edit: or a tamer Version of Space Monsters! [ July 10, 2003, 22:18: Message edited by: Ed Kolis ] |
Re: A thought on Neutral Races
Neutral races can be modded so they are invulnerable in the early game. I think it is possible to give them a tree where thy will build large weapons platforms with heavy weapons, large ships, and maybe drones. You can also make it so they are unlikely to make an alliance or participate in trades.
This would move them from minor nuisance to significant road block. |
Re: A thought on Neutral Races
Another thought came to mind, what is the maxiumu amount of neutrals can there be? Can the number be adjusted?
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Re: A thought on Neutral Races
I think it would a great challenge for a modder to try to make a viable neutral- One that is more than just fodder for the larger empires.
If anyone's interested, I havbe a spare race pic that would make a great neutral... |
Re: A thought on Neutral Races
I made a neutral racial trait. The main points I included are: athmosphere converter and universal colony module to let the neutral empire colonize all planets in their system as early as possible and use them as efficiently as possible. Then facilities that improve happiness and combat success. The research and construction file go early for mines and satellites.
Just to give you an example: Name := System Defense Complex Description := Large comples that improves the defense of the entire system. Facility Group := Ship Support Facility Family := 96 Roman Numeral := 0 Restrictions := None Pic Num := 50 Cost Minerals := 10000 Cost Organics := 10000 Cost Radioactives := 10000 Number of Tech Req := 1 Tech Area Req 1 := Neutral Tech Level Req 1 := 1 Number of Abilities := 7 Ability 1 Type := Fleet Training - System Ability 1 Descr := Fleets in this system will improve by 3% each turn up to 30% (only 1 facility per system effective). Ability 1 Val 1 := 3 Ability 1 Val 2 := 30 Ability 2 Type := Ship Training - System Ability 2 Descr := Ships in this system will improve by 3% each turn up to 30% (only 1 facility per system effective). Ability 2 Val 1 := 3 Ability 2 Val 2 := 30 Ability 3 Type := Combat Modifier - System Ability 3 Descr := Gives a 30% combat bonus to all ships and units in this system (only 1 facility per system effective). Ability 3 Val 1 := 30 Ability 3 Val 2 := 0 Ability 4 Type := Damage Modifier - System Ability 4 Descr := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective). Ability 4 Val 1 := 15 Ability 4 Val 2 := 0 Ability 5 Type := Stop Nebulae Creator Ability 5 Descr := Stops all nebulae creating devices within the system. Ability 5 Val 1 := 0 Ability 5 Val 2 := 0 Ability 6 Type := Stop Black Hole Creator Ability 6 Descr := Stops all black hole generating devices within the system. Ability 6 Val 1 := 0 Ability 6 Val 2 := 0 Ability 7 Type := Stop Star Destroyer Ability 7 Descr := Stops all star destroying devices within the system. Ability 7 Val 1 := 0 Ability 7 Val 2 := 0 The nice thing about giving the neutral empires special racial technology is that you can't steal it from them, even if you eventually conquer them. |
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