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-   -   Space Food Empires! (http://forum.shrapnelgames.com/showthread.php?t=12292)

Captain Kwok February 4th, 2006 06:57 PM

Re: Space Food Empires!
 
I've put together the components for monsters now:

Monster Brain:
Bridge, Combat Sensors, ECM

Can not be regenerated. If destroyed, monster becomes permanently brain dead. But may run around like a chicken with its head cut off. http://forum.shrapnelgames.com/image...ies/tongue.gif

Monster Organs:
Life Support, Boarding Defense, Armor Regeneration

Main source of defense against capture and healing.

Monster Stomach:
Solar Supply Generation, Supply Storage, Armor Regeneration

Collects and stores calories for the Space Monster. Can be healed quickly when body organs are functional.

Monster Movement:
Standard Movement, Combat Movement, Armor Regeneration

Provides standard and combat movement for monster. Can be healed quickly when body organs are functional.

Monster Body:
Armor Regeneration

Provides protection against attack. Can be healed quickly when body organs are functional.

Monster Camouflage:
Cloak Level, Armor Regeneration

Provides low level cloaking ability. Can be healed quickly when body organs are functional.

General Notes:

The actual component entries do not reveal much information (or even level) of each monster component. They improve over time with improvements in monster evolution.

Monsters can also be captured (be careful not to damage the monster's brain!), but you'll need lots and lots of boarding attack points!

-----

Re: Patch 0.22 - it appears that I forgot to make some changes to the AI files when I dropped the 'Technology' part from the racial traits...

Also, aside from the Meat Empire, I had been avoid processed foods. Perhaps in some form or another they will show up. http://forum.shrapnelgames.com/image...ies/tongue.gif

Captain Kwok February 8th, 2006 05:59 PM

Re: Space Food Empires!
 
A couple of sketches for the Monsters:
http://sfe.captainkwok.net/images/sk...achmonster.gif http://sfe.captainkwok.net/images/sk...sormonster.gif

Ed Kolis February 8th, 2006 06:22 PM

Re: Space Food Empires!
 
Cool monsters! Those are truly horrifying! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Captain Kwok April 8th, 2006 04:17 PM

Re: Space Food Empires!
 
I've been working recently on improving the system types in the mod. This includes realized versions of dwarf stars, supergiants, neuton stars, pulsars, and blackholes. The twist here is that larger phenomena has footprints. For example, a supergiant star actually occupies the 9 center squares. Any ships trying to enter those areas are toast. Same goes for blackholes (so watch that movement, even the outer edges of a blackhole are quite treacherous!). They're all randomly generated! They work by using special storms very creatively. http://forum.shrapnelgames.com/image...ies/tongue.gif

A Blackhole (the entire image is treacherous) and a Blue Supergiant where the area of the star cannot be entered!

http://www.captainkwok.net/pictures/blackhole.png http://www.captainkwok.net/pictures/bluegiant.png

I graduate from university in a couple of weeks, so I hope to finally release the long-promised version 0.30 in May, which will include these cool items mentioned above!

Urendi Maleldil April 8th, 2006 05:24 PM

Re: Space Food Empires!
 
Cool! I'd like to see something like that combined with Fyron's Quadrand Mod

Caduceus April 8th, 2006 09:28 PM

Re: Space Food Empires!
 
Looking good, CK

narf poit chez BOOM April 8th, 2006 10:05 PM

Re: Space Food Empires!
 
Will the AI know to avoid them?

Captain Kwok April 8th, 2006 10:36 PM

Re: Space Food Empires!
 
Quote:

narf poit chez BOOM said:
Will the AI know to avoid them?

Yes. They are special types of storms so the AI will route around them as it normally would with any storm.

Captain Kwok April 8th, 2006 10:51 PM

Re: Space Food Empires!
 
The system types file with the mod is almost as complex as FQM. There are about 50 different planetary systems alone, ranging from 3-10 planets with moons and asteroid belts. They are typically setup to mimic our solar system's order: star-rock-ice-gas-ice, but not exclusively. Most of these elements are already present in the 0.21 version available at the Space Food website.

I was thinking of making a stand alone "rival" to FQM with it, but unfortunately I haven't really made many new quadrant types or added the new sector types that are needed to encourage a balanced map for regular SE games. The SFEmod is skewed towards certain planet combos. [img]/threads/images/Graemlins/Cold.gif[/img]

narf poit chez BOOM April 9th, 2006 12:42 AM

Re: Space Food Empires!
 
Ok, thanks. The last time I played, the AI didn't route around.


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