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Re: SEV- Suggestions on Ruins
Quote:
How about something which alters the worth of the planet. You scan the planet and see xxx,xxx,xxx worth plus some ruins. When you colonize it you find a food plant or a radioactive previously unknown to your scanners which puts a worthwhile boost on the numbers. It would be kindof nice to find out afterward that the crappy tiny rock actually has a use. If balance is desired it could also be some strange plant-virus or false-radioactive which shoots it down. Probably something with minerals also but nothing comes to mind. Some new metal maybe. |
Re: SEV- Suggestions on Ruins
'Gegege: wgee gewg ge gewg ew gwegrwg gwgrgwg. rgwrg rg wg grg grg rgr rgrgr grgrgwrg rgrgr. rggw rgwg tthw gwg. wgwerg.'
Translation: 'Warning: You have activated the planets self-destruct button. Destruction will commence at the end of this message. Have a nice day. Goodbye.' |
Re: SEV- Suggestions on Ruins
Power ruins is a great idea. Even a Not so Powerful ruin. Somthing that would give a little advatage to you. Like a familiar weapon system that takes up less space than normal.
I even thought of other "terrain" features. Maybe a lost colony that will join your empire on contact. An empty colony - just add population and it's ready to go. I'm stealing these ideas from MOO2 & 3. I remember it was those things that I looked forward to when I played those games...Oh yeah and the "lost star sytem" protected by a Death Ray firing Lobster ship. I'm not saying I want to play those MOO games anymore but borrowing ideas from them makes sense. Is the MOO mod ready? |
Re: SEV- Suggestions on Ruins
MOO mod? Oh geez, that is going to take a LONG time, probably... I do have the facilities and a few weapon components if you want to look at them... look at some of the more recent Posts in the SE4 Data/Sound/Graphic section of the Scenario/Mod forum; I don't feel like looking it up http://forum.shrapnelgames.com/image...ies/tongue.gif
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