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-   -   Minor Racial Traits (http://forum.shrapnelgames.com/showthread.php?t=9398)

oleg May 12th, 2003 03:14 AM

Re: Minor Racial Traits
 
"mechanoids... emotionless"

Do androids dream about mechnical sheeps ?

Sorry about the misquote, I've not Dick' (duhh, might be wrong about the author too http://forum.shrapnelgames.com/images/icons/icon9.gif ) book right here.

jimbob May 12th, 2003 06:09 AM

Re: Minor Racial Traits
 
Fyron:
Supposing that I don't want to download Adamant Mod just to have a peek at the Mechanoid trait http://forum.shrapnelgames.com/images/icons/icon12.gif , would you mind summarizing the trait from that mod? Thx a bunch.

-jimbob

jimbob May 12th, 2003 06:14 AM

Re: Minor Racial Traits
 
Oh, and over in P&N (Version 3c rev 7 I think) SJ introduced some cool traits, some of which cost negative research points (I think one was called environmentalist or something like that. You end up having 40% less storage per planet because your race likes undisturbed streams and the like) I thought it would be great to have strip miners and slash and burn farming facilities, etc. Maybe "Locust Mind" or something. you'd get a lot of resources out of the facility or components, but they would all reduce the planetary value by 2, 3 or even 5% per turn.

Fyron May 12th, 2003 06:55 AM

Re: Minor Racial Traits
 
You can go to the Adamant web site:

http://galileo.spaceports.com/~kazharii/adamant/

Though that doesn't tell you what the items do that the mechanoids get. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Mechanoids: Expanded from the normal game to include Mechanoid Bridge, Mechanoid Immunity Lab, Mechanoid Labor Force, Efficiency Algorithm, and Programing Language Research Computer.
<font size="2" face="Verdana, Helvetica, sans-serif">Mechanoid Bridge: Repairs some components and provides Psychic Cloaking.
Immunity Lab: Plague prevention 1-5.
Labor Force: Cheap low tech facility that provides 5-15% increased resource production in the system.
Efficiency Algorithm: Provides up to 15% attack and 10% defense bonuses, stacks with sensors and ecm. 20 kT
Programing Language Research Computer: Improved System Computer Complex.

[ May 12, 2003, 05:59: Message edited by: Imperator Fyron ]

Kamog May 12th, 2003 08:19 AM

Re: Minor Racial Traits
 
Quote:

Originally posted by Ed Kolis:
Who says mechanoids have to be emotionless? "Why, all my friends abandoned me in the carpark at Milliways for 50 million years :sob:... and did I ever mention that pain in the diodes down my left side?" http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">If you are Marvin, there should be major penalties to happiness... http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron May 12th, 2003 11:26 AM

Re: Minor Racial Traits
 
That's martians, not mechanoids! Bumbling knave of a moogle! http://forum.shrapnelgames.com/images/icons/icon10.gif j/k http://forum.shrapnelgames.com/images/icons/icon6.gif

Pax May 12th, 2003 03:16 PM

Re: Minor Racial Traits
 
Well, digging out my notes for Exodus (I'll have to get back to work on it soon http://forum.shrapnelgames.com/images/icons/icon7.gif ), I've got the following, racial-tech-based minor traits:

MEGASCALAR ENGINEERS
-- several superlarge ship/base hulls; enhanced stellar engineering (ring world /sphere world); Megascalar SY components (huge, but bigger output)

MICROSCALAR ENGINEERS
-- larger unit sizes (fighters, etc). a few combined-effect special-purpose components. Microscalar (smaller, but same output) SY components.

ADVANCED MISSILES
-- weakened nonmissile weapons, but, very enhanced missiles and torpedo weapons, also enhanced antimissile weaponry.

ADVANCED CARRIERS
-- better carrier hulls and fighter hulls. Improved fighter components and launch bays. ?slightly weakened nonfighter weaponry? Improved antifighter weaponry.

PIRATE RACE
-- enhanced ship capture. Not as big a change as in P&N, but still an option ...

ADAPTIVE TERRAFORMING -or- ADAPTIVE BIOCHEMISTRY
-- enhanced climatology and atmosphere conVersion (including a starting, *slow* AtmosCon facility?)

Fyron May 12th, 2003 08:29 PM

Re: Minor Racial Traits
 
All good ideas, but...

Quote:

Natural Militants
cost: 1000
Planets produce 500% more militia than usual
<font size="2" face="Verdana, Helvetica, sans-serif">How would you go about that one? There are no individual settings for militia, only global settings in Settings.txt.

Quote:

Communal Mind
cost: 1000
Happiness events affect the happiness of the entire Empire
<font size="2" face="Verdana, Helvetica, sans-serif">You can't change what things affect your empire and what affect planets and such in regards to anger, esp. for a single race.

Quote:

Workers' Commune
Cost: 1000
Happiness affects production at a rate of 155%
<font size="2" face="Verdana, Helvetica, sans-serif">This one can't be done.

Quote:

Prescience
Cost: 1000
Empire sees everything that any other empire with which it has a Trade Alliance or better sees
<font size="2" face="Verdana, Helvetica, sans-serif">You can not mod the effects of treaties at all (except the maximum trade percentages, but thats for all treaties).

Quote:

Analysis Experts
Cost: 3000
Can analyze racial components

OR...

Analysis Experts
Cost: 1000
Empire gains up to 3 Tech levels after analyzing unknown technology
<font size="2" face="Verdana, Helvetica, sans-serif">Option one can be done, actually. You can make all but the basic theoretical techs non-racial. Then, other races can analyze components and gain the techs to make them. This isn't tied to any racial trait though, and can be done by all empires. You can also mod it to be based off of racial traits, but that gets very very complicated. http://forum.shrapnelgames.com/images/icons/icon12.gif

The second level is impossible to do.

[ May 12, 2003, 19:35: Message edited by: Imperator Fyron ]

Dingocat85 May 13th, 2003 01:48 AM

Re: Minor Racial Traits
 
Edit: Removing the ideas that Fyron said were impossible http://forum.shrapnelgames.com/images/icons/icon9.gif , here's the stuff that I assume can work:

My ideas:
Advanced Cargo Techniques
Cost: 1000
Ship components can carry 50% more cargo
(Not only would a Cargo Bay that usually holds 100kT now hold 150kT, but all other components with cargo space - Colony Modules, Satellite/Fighter bays, etc. - would see cargo space go up by 50% too.)

Sturdy Industrialists
cost: 1000
Ship components have 120% damage resistance

Enhanced Observation Techniques
Cost: 1000
All space vehicles can see into ships at most 1 sector away
(In other words, all ships have a built in Long-Range Scanner I)

Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Dingocat85:
Analysis Experts
Cost: 3000
Can analyze racial components

<font size="2" face="Verdana, Helvetica, sans-serif">[This] can be done... You can make all but the basic theoretical techs non-racial. Then, other races can analyze components and gain the techs to make them. This isn't tied to any racial trait though, and can be done by all empires. You can also mod it to be based off of racial traits, but that gets very very complicated. http://forum.shrapnelgames.com/images/icons/icon12.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hm....could you, say, give 'Analysis Experts' their own Tech tree, one that has all the racial techs, except the theoretical ones? If I worked that out right, that would give Analysis Experts - but nobody else - the ability to Analyze (but not research) all racial techs! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ May 13, 2003, 01:44: Message edited by: Dingocat85 ]

Cyrien May 13th, 2003 02:21 AM

Re: Minor Racial Traits
 
I played around for abit with more abilities similiar to the Hardy Industrialists. Example: Super Spy you gain 25% bonus to intel production or poor spy with a penalty. Play around with the costs. Several ways you can do it. Make it have higher cost than raising it the first 25 and then lower than later of simply have it be effective cost wise only after normal points are maxed out. Way to gain the extra abilities.

Part of the ballance comes in it being an all or nothing package unlike the small changes in normal ability score changes.


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