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-   -   What you would like in a Mod (http://forum.shrapnelgames.com/showthread.php?t=10844)

narf poit chez BOOM December 10th, 2003 02:01 AM

Re: What you would like in a Mod
 
how about one that really stretches out the research times to focus more on the strategetic and tactical? so, it could take 20-50 turns to acheive an advance?

do to research what porportions does to resources and planets.

Fyron December 10th, 2003 02:03 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by gregebowman:
A reason to research the biology tech. Other than planetary weapons, I see no real use in using this technology as it currently stands. In most games, it's about the Last thing I do research.
<font size="2" face="sans-serif, arial, verdana">Check out the Bio-Psych Mod by KnidVernicious, available on the malfador.com SE4 mods list page. I incorporated it into Adamant.

Fyron December 10th, 2003 02:04 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by narf poit chez BOOM:
how about one that really stretches out the research times to focus more on the strategetic and tactical? so, it could take 20-50 turns to acheive an advance?

do to research what porportions does to resources and planets.

<font size="2" face="sans-serif, arial, verdana">Easy. Just divide research center production by 10 (or maybe even 25 if you are a masochist).

narf poit chez BOOM December 10th, 2003 02:07 AM

Re: What you would like in a Mod
 
and, if you really want your work cut out for you, slow down ship building and reduce maintenence cost, so it could take a while before you even produce your new tech in significant number's.

Fyron December 10th, 2003 02:16 AM

Re: What you would like in a Mod
 
Again easy. Divide all SY and the default construction rate by, say, 10, or some other value. Then, reduce the base maintenance from 25 to 10 or so, depending on how less maintenance you want. Make sure to check for bases producing resources from negative maintenance, esp. with a maxed out maintenance aptitude trait!

narf poit chez BOOM December 10th, 2003 02:20 AM

Re: What you would like in a Mod
 
and i would NEVER have thought of that. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ December 10, 2003, 00:21: Message edited by: narf poit chez BOOM ]

Fyron December 10th, 2003 02:21 AM

Re: What you would like in a Mod
 
http://forum.shrapnelgames.com/images/icons/tongue.gif

Arkcon December 10th, 2003 02:25 AM

Re: What you would like in a Mod
 
What I want is hard sci-fi. Very few colonizible planets, all harsh environments. Use them for your research facilities or intel centers. I'd like a galaxy map patterned after our stellar neighbors.

Gain resources by remote mining, remove the % loss. Remote miners pay maintenance and need supplies shuttled to them -- no drop it an forget it.

Each race gets a special weapon and defense. One race gets antiproton beams, one race gets organic armor, one race gets phased shields, one race get phased polaron beams. Otherwise fight with DUC's and defend with normal shields.

With limited resources, you slug it out with your fleet of escorts, frigates, destroyers, light cruisers and maybe a battleship or carrier as a flagship. (We're kinda here with the ankle-biters mod). Whatever you can afford ... but don't lose them all in combat, or your planets are defenseless.

I always wanted to do this mod, but I have no skill.

narf poit chez BOOM December 10th, 2003 02:27 AM

Re: What you would like in a Mod
 
well, that mod sounds interesting. as in, 'may you live in...' http://forum.shrapnelgames.com/images/icons/shock.gif

but i don't think i'd like such a thin defence.

Fyron December 10th, 2003 02:50 AM

Re: What you would like in a Mod
 
Quote:

Remote miners pay maintenance and need supplies shuttled to them -- no drop it an forget it.
<font size="2" face="sans-serif, arial, verdana">Except that it will keep on mining once it has run out of supplies.


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