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-   -   Racial Trait Disadvantages (http://forum.shrapnelgames.com/showthread.php?t=11137)

Fyron January 19th, 2004 10:34 PM

Re: Racial Trait Disadvantages
 
The USA is a far cry from being "deeply religious"... Also, central authority DOES NOT equate to totalitarian. Being deeply religious means that the religion is more prominent, and much more likely to develop a centralized authority. Roman Catholic Church, for example.

[ January 19, 2004, 20:35: Message edited by: Imperator Fyron ]

Fyron January 19th, 2004 10:41 PM

Re: Racial Trait Disadvantages
 
Quote:

Originally posted by Baron Munchausen:
Name := Unlucky
Restricted Trait 1 := Deeply Religious
Restricted Trait 2 := Lucky
Restricted Trait 3 := None

<font size="2" face="sans-serif, arial, verdana">Why can't you be Religious and Unlucky? What about the Hebrew people in antiquity? http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM January 20th, 2004 04:31 AM

Re: Racial Trait Disadvantages
 
Quote:

How do you 'incite' an emotionless people to rebellion?
<font size="2" face="sans-serif, arial, verdana">you would have to do so logically.

Puke January 20th, 2004 09:10 AM

Re: Racial Trait Disadvantages
 
Religous Right? Self loathing fondness for totalitariansim? Hebrews only unlucky in antiquity? Another religious / political discussion?

NOOOOOooooooooooooOOOOOOOOOOOooooooo!

depending on the mod, you can do different things with these traits. basically you can raise or lower anything, so its pretty simple. but if you penalize planetary spaceyards through a trait, and boost construction through the normal ability, you end up with a poor ground based builder but a strong orbital builder. perfect for porportions.

if you take a trait that hoses your resource extraction but spend points lowering your maintenance, you get a race that will produce more from 'profitable' ships and bases, like in some Versions of p&n.

Basically, its worth making a negative trait for every possible item that you can (its a short list) and adjusting the point value based on the mod in question.

Cipher7071 January 20th, 2004 04:19 PM

Re: Racial Trait Disadvantages
 
Looking for bugle.....
Preparing to blow taps for this thread in case of religious/political argument. http://forum.shrapnelgames.com/images/icons/tongue.gif

spoon January 21st, 2004 02:13 AM

Re: Racial Trait Disadvantages
 
Quote:

Originally posted by Puke:
Basically, its worth making a negative trait for every possible item that you can (its a short list) and adjusting the point value based on the mod in question.
<font size="2" face="sans-serif, arial, verdana">Here's the list (from Fyron Modding Tutorial):

Supply Cost - good candidate
Luck - keep it small since most games don't have events anyway...
Vehicle Speed - oof - should be worth a lot
Planet Storage Space - good one
Planetary SY Rate - see Pukes comment below. Then mod him down.
Tech Areas - You could include a racial trait that hoses the player's starting planet by making his starting facilities weaker.

The following were listed as possibly not working at all, but if they do, you should be able to assign negatives to them.

Troops Bonus
Fighter Bonus
Ship Bonus
Mineral Production
Mineral Storage
Organics Production
Organics Storage
Radioactives Production
Radioactives Storage
Research Production
Intelligence Production
Trade
Ground Combat
Space Combat
Maintenance Cost
Ship Attack
Ship Defense

Paul1980au January 21st, 2004 05:46 AM

Re: Racial Trait Disadvantages
 
Going by that Last post

Do we want more events or less events. And if no changes to the occourance numbers do we want modders to get to work on introducing say 100+ event types.

Supply costs changes - could work by increasing the amount of supplies used per movement point reducing the range of starting ships

Vechile speed - could add or subtract in terms of the propulsion of ship parts or making propulsion technology twice as expensive as normal to research.

Planetary storage space - good idea expand or reduce the available space would have an impact on ground combat and weapons platforms ?

Tech areas - making a players starting facilities or making research facilities more expensive to construct could work ?

Comments or ideas welcome

Fyron January 21st, 2004 06:23 AM

Re: Racial Trait Disadvantages
 
Quote:

Do we want more events or less events. And if no changes to the occourance numbers do we want modders to get to work on introducing say 100+ event types.
<font size="2" face="sans-serif, arial, verdana">Check out the Eye Candy Mod on your Gold CD and Adamant Mod at http://adamant.spaceempires.net/ . Both of these mods have many more events than stock SE4. Adamant used the Eye Candy Mod events file as a base, and expanded it even further.

spoon January 21st, 2004 07:45 PM

Re: Racial Trait Disadvantages
 
Quote:

Originally posted by Baron Munchausen:
Name := Unlucky
Restricted Trait 1 := Deeply Religious
Restricted Trait 2 := Lucky
Restricted Trait 3 := None

<font size="2" face="sans-serif, arial, verdana">I thought that the Restricted Trait fields didn't actually do anything...

Fyron January 21st, 2004 08:09 PM

Re: Racial Trait Disadvantages
 
If you look in the preceding paragraph in BM's post, you will see:
Quote:

Now if only he would implement the restrictions so you could prevent the combination of certain traits.
<font size="2" face="sans-serif, arial, verdana">


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