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Re: Some of my ideas and questions
did i mention the new system ands sector types?
System Vortex:like a black hole but much stronger and you need high level temporal to create or destroy it btw temporal is no longer racial now everyone can screw up time http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Nuetron star:makes all ships in the sector go random Space:totaly empty SEctor: Debris feild:asteroids but with a diff pic Red Dwarf:sucks you towards it New planet abilitys Monolith:Extremely rare if found gives you the OMnipotent tech tree |
Re: Some of my ideas and questions
some new stuff
Comps for all Atom detachment cannon :a extremely lsarge and powerfull device that takes a shp apart atom by atom Gravity ball:since it cant make them unable to fire and do damge it just damages Docking bay: a massive shipyard for bases Lightining canon:fires a beam of electricity nothing special realy Tasp:makes the enemy unable to attack they are so ecstatic Psi storm:an attack that does decent damage and counts as crew quartersfor psy only Dark religpous stuff Huanter beam:for Dark religous causes a ship not to fire because they are being huanted Dark beam:a beam of pure evil for dark religousd very powerfull Doom beam:when combined with max temporal you use this to kill an enemyinstantly because you accelerayte them to the time when they arer all dead |
Re: Some of my ideas and questions
the little docterhas made a comback i have found a way i hoipe to balance it i will add a new tech area Molocule manipulation witch requires max in Physics,level 2 in steller manip and the little docter can only destroy a tiny or small planet a little docter 1 can only destroy a tiny though and it aint so little any more and its requires 10 turns to reload eats a lot of supllys requires level 10 in Molocule manip andcant kill a sun and has poor range.
also some new components Thruster:a engine that provides 1movement and requires 1 suplly and is only 5kt not bad i mean its practicly a freebie right and the primitives get it at a high level in ther techs as well Training dock:a comp for bases that increaszes a ships exp when its in the same sector All crew quarters now have boarding attack of 5 and a destroy when use so you cnan abandone youre ship and steal a better one ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Kodos, that is on hell of a mod you ar putting togthr. Do you have a readme of all the features anywhere? (I don't fancy reading through this entir thread and piecing it togethr=-)
DO you think you'll ever finish your mod or will you just keep adding and adding and adding... ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Work out your code at http://www.sandman43.fsnet.co.uk/se4main.htm |
Re: Some of my ideas and questions
yes it will be finished eventually and yes i have new stuff i for one live in new york and deepest apoligies to all who lost family in this horrific event my prayers are with you all.....
Ship size Death Probe:a small ship that has only 5kt but has the built ability to kill a sun or planet and opnly at the highest level a sun new comps for all Thruster:a engine that gives one movement and takes 1 supplys and takes 1 kt Cryosleep tube :a 1 kt crew quarter that uses a lot of supplies Gravity manip is a new tech and here are some of the results of it Gravity bLast:doessevere damage medium range Gravity ball:makes a ship unable to fire and repulses it Gravity Reflector:can destroy a tiny planet and ruins its stuff Gravitic sheilding:if possible it defends against missles only Massive gravity generator:a long range tractor beam New racaial trait Symbiotic life form here is some of their stuff well they get the tiny species bonus for one thing Symbiotic boarding party:a very good boarding party that is also very small.. they have smaller birdges and crew quarters.. new yourk may fall but we will ALWAYS get back up..... ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Thruster: WTH? Ten times the thrust density of the main engines?!? Ten times the fuel efficiency?!? S'cuse me, but can you say unbalanced?
A "thruster" should probably only be for bonus combat movement, or ECM-type bonus (from dodging). When you say thruster, I see little bitty attitude control thrusters. Not exactly good for interplanetary voyages, but decent if you want to rotate your ship quickly. Cryosleep tube : Lifesupport/crewquarters ignore the "supplies used". Sorry. Gravitic sheilding: if possible it defends against missles only Shields block everything that dosen't have a shield-skipping warhead. How about a point-defense repulsor beam? That would be missiles and fighters only, auto-activated. Effectiveness would depend on how much range the missile has left. Given a range of 1, it would reduce damage from plasma missiles, allow more time to evade CSMs, and prevent fighter rammings. If it had range 1 (and damage of 1), fighters would still fire at you from range 2 but could not ram. Problems could arise in fleets, in the case of one ship pushing a missile towards another ship (possibly the missile's target). I would not expect that to happen often; maybe if the missile was fired from within the formation or something. I will probably have PDRepulsors in P&N, once I've gotten through the first weeks back at University [This message has been edited by suicide_junkie (edited 12 September 2001).] |
Re: Some of my ideas and questions
yeah ill make it a pd repulser.....and thrusters will add bonus only as well and heres some mpore stuff
Gravitiric implosion:a chunk of the ship is flung off of youre ship ie its a missle that is destoryed on use.... ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Can't do destroyed on use for weapons, or anything used in combat for that matter.
Phoenix-D |
Re: Some of my ideas and questions
new stuff and a question can i make a comp that makes a planet form nothing??or new types of ringworlds? like give the monsters the ability to creat)e a Hiveworld(sphereworld with a different pic
)from uhh different stuff? and can i make a type of ringworld only for certian suns? Components: Psionic nexus:a psy only comp that is like a nueral net but better Ships: Ark:a ship ewith the built in ability to colonize anything and is level 3 claoked but is slow expensive and poor at combat so is best used to stick away in some max level storm (i made a storm that no sensor can see through even the omnipotents)and when you loose all youre planets you make it colonize one. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Can't make a planet from nothing.
New types of ringworlds: you could create them in planettypes.txt, but not build them with SM (ringworld generator build planets of size ringworld only). You can't have the created world be of a specific picture, either. Half the time you'd get a normal construct, half the time your new pic. |
Re: Some of my ideas and questions
Suicide, I amee a new type of construction- the Star Colony- for TechMod, and didn't notice any problems with it. Worked fine.
Phoenix-D |
Re: Some of my ideas and questions
can i turn a planet into a sun?or a planet of type a to type b?
Comonents Bussard ramjet:a engine simwhat slower then a Nova engine but uses no supplies Robotic terraforers:large but increases a planets conditions and value. Nano armor:biological armor but at its highest it is equal to bio armor level 2 only.. Gauss cannon:medum power and good range but usees some ssupllies Emp cannon:disables one ships weapons for 20 turns but is hard to research and is hefty and has a reload of 20 as well ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
"can i turn a planet into a sun?or a planet of type a to type b?"
No. Phoenix-D |
Re: Some of my ideas and questions
Beamer:a average weapon slightly better then a meson bLaster for Infantry as well.
Blazer:a better beamer and for ground as well. Tasp:yes i mentioned it before but now infantry havbe it also http://www.shrapnelgames.com/ubb/images/icons/icon7.gif oops fired it at the worng end Lol Interceptors http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifd missles Decoy missles:a missle that is fast and does no damage used to distract PD cannons Ships: Asteroid ship:a slow ship with a lot of armor and needs megascale engineering as well Juggernuaght bigger then a super dreadnought(in my mod they are called Krakkens)but smaller then a base ship(renamed flagship) Moniter:a 5 kt pemranantly cloaked sat Raider:for pirates only it has a lot of supply storage built in and a high engine capicity good for hit and run missions or as pack scavangers or mop ups quite possibly the most strategeic pirate ship. Guerilla raider:same as above but with stalth armor and slightly smaller Plunderer:a pirate equivelent of a cruiser. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Suicide, I amee a new type of construction- the Star Colony- for TechMod, and didn't notice any problems with it. Worked fine.<HR></BLOCKQUOTE>Oh, I see. I was under the impression that there was a separate ability for ring vs sphere world. I really should not be basing anything off of the description of a component.
Create Constructed Planet Value1 = The Special Ability ID in PlanetSize.txt to construct. This would still require the "destruction" of a star to build each one. NO building moons & stuff. |
Re: Some of my ideas and questions
i have a new species type sun colonists they have no colony modules instead they create Sun colonys!! ohh yay and some new sun colonys see below
Sun colony:for sun dwellers only Hiveworld:requires severel comonents like goo and stuff For bugs only Star harvester:a small tiny sized colony that procuces a good sum of rads and its for us all to enjoy.... ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
"Create Constructed Planet
Value1 = The Special Ability ID in PlanetSize.txt to construct." Yeah, still requires a star, but it does work. Change this to, say, 3, add the appropriate entries to the other files, and you're in business. You CAN'T, however, make a race that only colonizes stars. First, SE4 requires you to pick a starting type/air, and automatticly gives out the tech. Second, these new structes do NOT start out with a colony on them. You have to colonize them. Phoenix-D |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>can i turn a planet into a sun?or a planet of type a to type b?<HR></BLOCKQUOTE>If you destroy a type A planet, then create a new planet out of the asteroid rubble, will the new one automatically be another type A? If not, you could repeatedly destroy and create the planet until a type B was randomly generated.
------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: Some of my ideas and questions
the atmosphere will be different every time, im not sure about planet type. size and resource value is constant.
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Re: Some of my ideas and questions
Asteroids are always "rock", but turn into any of Ice/Gas/Rock when planetized.
I believe that if you keep smashing and rebuilding, you can get any atmosphere with any surface. Thusly, with enough time and budget, you could colonize all planets in a "own atmosphere/surface only" game. These are always subject to the restrictions of: no Gas/None, Gas giants are always large or huge. [This message has been edited by suicide_junkie (edited 14 September 2001).] |
Re: Some of my ideas and questions
actually, gas giants can be medium as well. but what do you mean by: asteroids are always rock?
i thought they were undefined, like a quantum bit in a state of supermotion. or were you talking about real asteroids? if asteroids are always a planet type, can they be colonized? i tried very hard to get them to colonize, but i think i remember that whoever first did it way back when, did it by turning them into rock planets and thus they could not be affected by stellar manip properly. if they can be left as asteroids, and a seperate asteroid colonizer could be created, i would be very interested in knowing how. I know that it would be possible in a patch, because they have specific stats in the planetsizes.txt ------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: Some of my ideas and questions
What I mean is that, if you click on an asteroid object in SE4, it says:
"TYPE: Rock - <size>" "ATMOSPHERE: None" Thus, SE4 probably does not keep track of what an asteroid belt will turn into; rather, when you make it into a planet, these values change to a random (but valid combination) type and atmosphere, potentially different each time the planet is rebuilt. |
Re: Some of my ideas and questions
new species types here they are new types but you probably wont actualley see them until at least v 1.1new stuff
Types: Antimatter species:can colonize anywhere but have huge colony modules but only two theirs can colonize both ice and rock and only need a neew one for gas giants as they must house metel and cointenmint feildfs but they have very powerfulll weapons and powerfulll ramming power Sun dwellers:they can colonize only gasous and create sun colonys. Pure energy beings http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifowerfull weapons slightly bigger colony mods and their ships are pure energy and dont need supplys and regenrate but much slower at regenerating... Components Immune system: boarding defense for bugs Energy field:energy biengs sheild Ships antimatter cruiser etc etc:normal as other ships but deadlier at ramming and invunerable to missles Sector and planet types Slaver stasis field:a sector that contains some new techs for everyone but most are for psychics like the Slaver subjegator:a better albiet coslier subverter but their are also regulerweapons like Soft weapon:a omnipotent death ground troop ray but very big... |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>antimatter cruiser etc etc:normal as other ships but deadlier at ramming and invunerable to missles<HR></BLOCKQUOTE>Why should a ship made of antimatter be any more resistant to a matter/antimatter explosion?
If a missile just sprayed antimatter around before impact, it would be very ineffective. A simple magnetic field would be sufficient to deflect the antimatter! Just as decent weapons today will mix an oxidizer in with the fuel to get a better explosion, the antimatter missile technology would do something similar. If the missile were to thouroughly mix pockets of matter and antimatter together (using forcefields to prevent an early reaction), then ALL of the mass would be converted to energy every time, resulting in a multi-megaton bLast of energy from warheads measured in grams. Uncharged photons of incredibly high energy suddenly bombard your ship, requiring "magical"-tech forcefield shields to protect against. Anyways, what I'm trying to say is that an antimatter ship would be just as vulnerable to missiles and torpedoes as "normal" ships. The antimatter in the weapons does not react with the hull of the target, but within the missile itself. If anything, an anti-matter race would be at a severe disadvantage, running into solar winds would mean death. Cosmic dust would cause the hull to glow from M/AM flare-ups. Particle-beam weapons would trash the ship instantly. Their shields would have to be up at all times to prevent their destruction. |
Re: Some of my ideas and questions
of course that why i am giving them built in sheilds and phased as well because i am making them higly damageable isnce i cant acutalley make them low on health without sacrificing size they dont have other sheild generator so they will have a big hit ratio so almost always you hit them but they are very lethel as well and do well in many things.they have the best pd defense in the game.their antimatter armor is very good because it generates sheilds as well.The boarding defense is well they have none they all have built in self destruct devices because the second a matter being seps on board......EXPLODE needless to say they can not board enemy ships....
Energy biengs get access to Ramscoop engines better ramejst because radioactivity dosent phase them in the least.they use no supplys as well all their engines... they have the crystel armor ability also......their sheilds are matched only by the antimatter beings. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
can i make bonus boarding adefense and attack points? any ideas on planet to planet teleportation of cargo?
Components Slipstream engine:a slightly faster quantem 2 hyperdrive same abilityies fastest warp based engine Quatnem two:a much faster hyperdrivesame abilities Infinate improrbability drive:second fastest engine in game Bistromath engine:fastest engine in game CS-100:the basic 1 kt combat suit nothing special here CS-200:makes you have more armor but you are more easy to hit as a result of slower speed CS-300:increases acuuracy but at the cost of armor hp CS-400:a combat suit equped with a gun arm so it is 2kt CS-500:kamikazee Beamer:basic 1 kt gun Blazer:a more powerfull 2kt beamer Bazooka:a 2kt weapon Incinerator: a 2 kt flamethrower Ships Infantry:3 kt 2 kt for weapons and one for the combat suit Protecter:2kt but has enhanced abilties Cyborg:2 kt but enhancced as well Assasin:very stealthy again 3kt |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Ships
Infantry:3 kt 2 kt for weapons and one for the combat suit Protecter:2kt but has enhanced abilties Cyborg:2 kt but enhancced as well Assasin:very stealthy again 3kt<HR></BLOCKQUOTE>Are these 3 KT ships? It would take piles of them just to kill a fighter, never mind a capital ship! And you also would not be able to fit enough of them into the combat map to hurt anything! I hope you meant "vehicles", and "troops" in particular. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>can i make bonus boarding adefense and attack points? <HR></BLOCKQUOTE>Boarding attack and defense stack completely. Any component with the ability will only add to the total ability. (Ooh, what about negative attack or defense built into the hull...) Note: Components with the attack ability are all destroyed when a boardig attempt is made: I have no idea what would happen to a ship hull with the ability; probably nothing, but maybe the ship will be destroyed outright. --------------- As for those antimatter ships, you could try making them take extra damage from weapons by giving them a negative cyrstalline armor ability! If it works, the first hit will make their shields become -50/0 or something, and the second shot will do the extra 50 damage! Be sure to test this first. [This message has been edited by suicide_junkie (edited 17 September 2001).] |
Re: Some of my ideas and questions
there grtound units of course
------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
About the Infantry vs Cyborgs & stuff.
Are you planning to include an item in the description such as: Cyborg Troops: A squad of two hundred cyborgs. (10 tons of equipment each) Infantry: A 10,000 member squad of regular ground troopers. (300 pounds each) |
Re: Some of my ideas and questions
Of course they are multiple i have a question can i make a ship immune to laser fire????? COmponents Railgun:i renamed the ship Version of the gauss rifle Energy containment suit:the armor for antimatter trooops Robtek slef maintaining armor:armor that heals itself only for corparations SHips Energy cruiser escort dreadnought etc etc:thye all have built in healing ability built in damage to sheild absorbers and qauntem reactors ANtimatter ships:built in sheilds,built in self destruct devices. Units Antimatter troops:very strong Energy infantry:they are rather powerfull and have built in sdheilds |
Re: Some of my ideas and questions
new stuff
components: Grappler arm with gun:a powerfull laser gun Garrpler with saber:a close rsange ship ayttack thingy Atomic Disrupter: a large but massivly powerfull weapon that disrupts atoms on a ship ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
Every troop has to be multiple individuals, but I was wondering about the scale you were looking at: Big Bad "Terminator" cyborgs vs the puny humans or what? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Of course they are multiple i have a question can i make a ship immune to laser fire?????<HR></BLOCKQUOTE>Sure. Give it shields and give it crystalline ability equal to or greater than the laser's damage. To prevent this from ruining weapons other than the laser, you can divide the laser components so that they are 5KT in size, but have the same DMG/KT/turn as normal. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Energy containment suit:the armor for antimatter trooops<HR></BLOCKQUOTE>Going the other way: What about a spherical repulsor field to keep all that nasty atmosphere and stuff out of your hair? It would act as a powerful shield or armor. |
Re: Some of my ideas and questions
new stuff
Components Reinforced skeleton http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifhased sheilding for space monsters Ships Scavenger drone:a 10 kt ship that has built in ability to rbob mine ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
new new new!!!
Ships Artificail black hole: for pirates only it is a massize ship half the size of a battle sun and has built in rtractor beams(if possible)and many other things that make it wonderous however it has a movement of one and is expensive and probably wont be used at all but if its built the pirates are mighty because it sucks in ships and then Boards them with built in boarders http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Bloackade ship:a very large but slow ship foir everyone excellent for bloackades! Warship:a ship thats a bit smaller then a dreadnought Units: facilitys Undergorund network: increases a planet cargo space greatly the second of planet util and megascale Artificial continint:the first result of megascale and planet utilization ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
I'm pretty sure that this has been mentioned before in this thread, but you can't make weapons part of a ship's inherent abilities
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Re: Some of my ideas and questions
NEW stuff
Components Heat ray: a pretty powerfull weapon it skips sheilds too but only for ships and fighters cant target planets Freeze ray: good but cant hit fighters or stas Hellfire missiles:weak but very fast Nuceular missile:for primitive spacecraft its their powerfullest weapon only good against planets because its very slow... |
Re: Some of my ideas and questions
For the nuclear stuff:
Why not have Nuclear Missiles for use against ships, and Nuclear Bombs for use against planets. You can say that the missiles are built lightly, and can't withstand an atmospheric entry (insignificant effect on vaccuum planets, since there is no atmosphere and the bLast dissipates into space) The bombs would be designed for planetary assaults, detonating in the lower atmosphere, or on impact with the surface of a vaccuum world. You can then also make the nuclear warheads do a different amount of damage to planets vs ships. |
Re: Some of my ideas and questions
ive firgured out what probably the most importent techs to control in my od are:Nanotech,Temporal,megascale engineering,Psychic,Atom manip.
ne wnew new oh and the little docter dedstorys the ship its on when it kills a planet because you have to be close components Magrathean planet makrs kit:for corparations only it lkets you build planets in one average sized handy dandy little kit. Phasers:smaller but weaker then a meson bLaster also for troops Temporal Sun killer:a rather average sizewd device that speeds a suns life up to a point when it is dead Ships Facilitys: Battl school:greatly incrases ships exp but m,akes the populas unhappy |
Re: Some of my ideas and questions
WOw things have been slow arouynd here new stuff though...
Components: Laser cutter:for infantry Stunner:makes enemys unable to fire not as good as tasp though and only for infantry. SHips Assasin pod:a sat you drop that kills pop every turn,good for harassing enemies but not for attacking. Facilitys Amusement park:for corparetes makes the pop happy Slave labor camp:for pirates its a mine BioHarvester:for bugs it kills 100 poip every turn and generetes 200 organics every turn.... |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>BioHarvester:for bugs it kills 100 poip every turn and generetes 200 organics every turn....<HR></BLOCKQUOTE>That sounds a tad wimpy.
What kind of facilities do the bugs have? If they've got regular organics extractors of >300 per turn or so, those harvesters probably won't be used. |
Re: Some of my ideas and questions
ok ok heres their faciltys
Bioharvester:itkills a thouend and makes 2 thusend Bioextractor:the usael HIve:spaceyard,supplydepot(they dont use spaceports.) honeycombs:rad storage biodup http://www.shrapnelgames.com/ubb/images/icons/blush.gifrganic storage ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Bioharvester:itkills a thouend and makes 2 thusend<HR></BLOCKQUOTE>may I ask how many a thousand killed is?
The minimum you can kill per turn is 1 Million. A thousand units of pop killed would be a Billion people per turn. |
Re: Some of my ideas and questions
a thousend units...
new tech bistromathics rquires a maximum in math as does,Temporal studies and so does Psychohistorysand megascale and many components ie hal 9000,Bistromathics drive,Improbabibilaty drive,AC,Deep thought oh and if a primitive species researchs everything they then become a regular speicies and the normal tech tree opens and if a regualr does the same the thing happens and they become omnipotent!and a new type of space monster maty make it into Version one as they have very little to add GIENT SINGLE CELLLED PROTOPLASM! heres their stuff thye all heal and can make new ships Nucleas:Bridge Vacuole:supply storage and cargo Cell wall:armor Cell membrane:sheildingand a weapon their only weapon so its powerfull and its an engine Mitocandria:life support Cytoplasm:crew quarters ChlorapLastes:Quantem reactor Nuclear membrane:boarding defense Heres their ships Cell:their only ship Tisue:their base and production house new facilitys Psychohistory lab http://www.shrapnelgames.com/ubb/ima...ons/tongue.gifredictsa stuff ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
> a thousend units...
Which is either rounded up to 1M people, or is 1,000M people, depopulating even a huge, breathable world in less than a year. |
Re: Some of my ideas and questions
OOPS i geuus its been THAT long since i acutalley played.....
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Re: Some of my ideas and questions
Say the average colony holds 500M people (since most are domed).
At a decent reproduction rate of 15% per year, that's only 7M increase per turn. Your facilities will have to kill less than 4M people in order to remain stable. (ie. not force a player to build, then scrap after a few turns) Now you just have to decide how many organics you can extract from a million people http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Some of my ideas and questions
Bone ships and bone stuff!!
Components Stillsuit:for infantry its a quantem reactor. Facilitys: Transfer Booth Networlk:makes the pop happy Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt. |
Re: Some of my ideas and questions
Stillsuit:for infantry its a quantem reactor.
Well, troops don't use supplies, so that is kinda useless. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.<HR></BLOCKQUOTE>How does it make people both happy and unhappy at the same time? Or is it just a productivity boost at the cost of happiness, like in SE3? |
Re: Some of my ideas and questions
i never use troops vectorians are inept at ground combat so i personalley never bother
and yes its a productivity boost at the cost ofhappiness. ------------------ Some rule some serve some declare wars some fight them i declare wars i rule you serve you fight wars..... we are not the same..... never forget that.. |
Re: Some of my ideas and questions
In my experience, you cannot make facilities that lower population per turn (a negative replicant center) or that lower the population growth rate of a planet (a negative gestation vat). Also, happiness decreasing facilities do not work very well. I think that they lower the happiness to indifferent, but no lower.
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