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-   -   *** Star Trek Mod Discussion *** (http://forum.shrapnelgames.com/showthread.php?t=6130)

Captain Kwok August 22nd, 2002 01:04 AM

Re: *** Star Trek Mod Discussion ***
 
Greetings.

I have been suffering through a few computer problems as of late and haven't really had much time to work on the Mod in the Last week or so. I'll try and update as soon as possible.

oleg August 22nd, 2002 02:07 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Atrocities:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">'m looking forward to your mod. Anyway, i'm not knowledgable in the area of modding but couldn't you start of your mod by taking ai from say the TDM mod? Maybe other parts could be taken from various mods and then tweaked. This would speed up development, no?
<font size="2" face="Verdana, Helvetica, sans-serif">I am afraid that he will not be able to do this. He is going to be using new components and facilities for his mod. In order to get the AI to use these new items, it must be customized to do so.

But rest assured, if there is a will, I am sure Captain K will figure it out. http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Indeed, it is better to have all components and technologies in place. Adapting TDM Ai will not be a problem after that. I can try to fix some AIs once mod is more or less will take shape.

oleg August 22nd, 2002 02:09 PM

Re: *** Star Trek Mod Discussion ***
 
My major concern with this mod is that little bastard will try to shut it down once he discovers that some ships are not for his liking.

minipol August 22nd, 2002 04:05 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Indeed, it is better to have all components and technologies in place. Adapting TDM Ai will not be a problem after that. I can try to fix some AIs once mod is more or less will take shape.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm. OK, i just thought it was possible. Anyway, that's one hell of a job then.

minipol August 23rd, 2002 01:05 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Originally posted by Captain Kwok:
Greetings.

I have been suffering through a few computer problems as of late and haven't really had much time to work on the Mod in the Last week or so. I'll try and update as soon as possible.

<font size="2" face="Verdana, Helvetica, sans-serif">I'm looking forward to your mod. Anyway, i'm not knowledgable in the area of modding but couldn't you start of your mod by taking ai from say the TDM mod? Maybe other parts could be taken from various mods and then tweaked. This would speed up development, no?

Atrocities August 23rd, 2002 01:13 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

'm looking forward to your mod. Anyway, i'm not knowledgable in the area of modding but couldn't you start of your mod by taking ai from say the TDM mod? Maybe other parts could be taken from various mods and then tweaked. This would speed up development, no?
<font size="2" face="Verdana, Helvetica, sans-serif">I am afraid that he will not be able to do this. He is going to be using new components and facilities for his mod. In order to get the AI to use these new items, it must be customized to do so.

But rest assured, if there is a will, I am sure Captain K will figure it out. http://forum.shrapnelgames.com/images/icons/icon7.gif

dumbluck August 23rd, 2002 01:38 AM

Re: *** Star Trek Mod Discussion ***
 
Quote:

Racial Trait: Drug Dependancy
Like the Dominion underlings... it would suck if your crew mutinied, or worse, were captured and forced to work for the other side, so logically you make them dependent on a drug for normal functioning

- Racial Trait gives -50% to Attack and Defense.
- Ship/base component "drug synthesis lab" gives all ships in sector a +65% to Attack and Defense.
- If a ship is captured or rebels, it no longer has access to the drug (unless it is the drug manufacturing ship!!!) so the crew goes into withdraw.
- If another race captures your drug ship though, look out, their race isn't genetically dependant, but would benifit from all that narcotic boost.

I'd suggest making the drug synth labs large to limit them to support ships or bases. Because the race now is more 'immune' to the consequences of capture/mind control, and have a +15 to combat, my suggestion is to have it cost around 2000 Racial Points (or perhaps decrease the combat bonus to 55 or 60%).

<font size="2" face="Verdana, Helvetica, sans-serif">A couple of things. If the crew rebels/ is captured, they will not go into withdrawl, they will stop being Dominion (or whatever) and start being Abbidon (or whomever their new empire is). That means that they will lose all of their old empire's traits and take on all of their new empire's traits (with the exception of atmosphere). So they would lose the to-hit penalty.

Also, I didn't see anything that granted immunity (even partial) from crew insurrection/(psy converter thingy I can't remember the name of).

Sorry to burst your bubble. (Unless, of coarse, I'm completely wrong about how the game works...)

jimbob August 23rd, 2002 11:52 PM

Re: *** Star Trek Mod Discussion ***
 
Quote:

A couple of things. If the crew rebels/ is captured, they will not go into withdrawl, they will stop being Dominion (or whatever) and start being Abbidon (or whomever their new empire is). That means that they will lose all of their old empire's traits and take on all of their new empire's traits (with the exception of atmosphere). So they would lose the to-hit penalty.
<font size="2" face="Verdana, Helvetica, sans-serif">Hm. So you're right. While a frustration to my evil plans to intorduce the racial trait of Addiction, how about this... Give the racial trait access to a special subset of "druggy crew quarters" with the large penalty. Then restrict them from using the normal crew quarters (as per P&N normal, nomad and pirate traits). This way they must build ships with a drug dependent crew. Then give them the drug synth lab components as per my Last post.
Now when their ships are taken over the crew will remain drug dependent even though their racial traits have changed.
Alternatively you could give them a new set of ships and exclude them from using the normal shipset.

Aside: do they become "Abbidon" in terms of racial characteristics, or do they take on a neutral set of racial traits?

Quote:

Also, I didn't see anything that granted immunity (even partial) from crew insurrection/(psy converter thingy I can't remember the name of).
<font size="2" face="Verdana, Helvetica, sans-serif">True. I mis-spoke in my attempt to be metaphorical http://forum.shrapnelgames.com/images/icons/icon12.gif . It isn't so much that they would be immune to capture/insurrection, but that when they do fall prey to it, the captured ships will be seriously hobbled in combat because of the penalties for drug withdrawl. As such they won't pose as serious a threat to their parental race.

Now, would this work?

Phoenix-D August 24th, 2002 12:30 AM

Re: *** Star Trek Mod Discussion ***
 
There is another problem unfortunately. Namely, that 65% attack defense mod will probably apply to the enemy as well..

Phoenix-D

jimbob August 24th, 2002 01:11 AM

Re: *** Star Trek Mod Discussion ***
 
Right, right....


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