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Re: Psychology mods? Increasing the role of troops?
Here's the Propaganda Center. I see it going +2/+4/+6. Any tips on balance for any of these? Especially with research costs, etc.
Name := Propaganda Center I Description := Relentless propaganda drives citizens to increase production. Facility Group := Population Support Facility Family := 6600 Roman Numeral := 1 Restrictions := None Pic Num := 37 Cost Minerals := 1000 Cost Organics := 4000 Cost Radioactives := 1000 Number of Tech Req := 1 Tech Area Req 1 := Applied Political Science Tech Level Req 1 := 1 Number of Abilities := 5 Ability 1 Type := Resource Gen Modifier Planet - Minerals Ability 1 Descr := Increase mineral production on a planet by 2% (only 1 facility per planet effective). Ability 1 Val 1 := 2 Ability 1 Val 2 := 0 Ability 2 Type := Resource Gen Modifier Planet - Organics Ability 2 Descr := Increase organic production on a planet by 2% (only 1 facility per planet effective). Ability 2 Val 1 := 2 Ability 2 Val 2 := 0 Ability 3 Type := Resource Gen Modifier Planet - Radioactives Ability 3 Descr := Increase radioactive production on a planet by 2% (only 1 facility per planet effective). Ability 3 Val 1 := 2 Ability 3 Val 2 := 0 Ability 4 Type := Planet Point Generation Modifier - Research Ability 4 Descr := Increase all research on a planet by 2% (only 1 facility per planet effective). Ability 4 Val 1 := 2 Ability 4 Val 2 := 0 Ability 5 Type := Planet Point Generation Modifier - Intelligence Ability 5 Descr := Increase all intelligence generation on a planet by 2% (only 1 facility per planet effective). Ability 5 Val 1 := 2 Ability 5 Val 2 := 0 |
Re: Psychology mods? Increasing the role of troops?
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Knid, you should probably add new tech Psychology-related areas. It is not good to have one tech area give 10 different items IMO. [ July 28, 2003, 22:20: Message edited by: Imperator Fyron ] |
Re: Psychology mods? Increasing the role of troops?
The Combat To Hit abilities stack only with other components of different families. So if you put two Combat Sensors on a ship, you'll only get the effect of one, but if you put a Combat Sensor and a Psychotropic Drug Distributor on a ship, you'll get the effect of both.
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Re: Psychology mods? Increasing the role of troops?
Which is exactly what both PvK and I said earlier. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Psychology mods? Increasing the role of troops?
Pychology could be used in urban planning, leading to more efficient/ compact Proportions-style city facilities.
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Re: Psychology mods? Increasing the role of troops?
So here's my first shot.
New techs:1059489950.txt New facilities:1059489990.txt New components:1059489990.txt These are just to flesh out concepts. Numbers, cost, etc. are all extremely rough. This is my first attempt at any kind of mod, so I'm sure these are unbalanced. Overview: 1)Added 2 new techs under Psychology-Applied Poli Sci, Political Indoctrination, and Experimental Psychology. 2)Level 2 Psychology gives access to Advanced Psychological Analysis, Advanced Political Indoctrination, and Advanced Experimental Psych. 3)Applied Poli Sci (1-3)gives: * Urban Pacification Center(unchanged) * Propaganda Center(fac)= +2/+4/+6% to min, rad, org, intel, and research points (government rallying the workers) * Secret Police HQ (fac)= +to intel, -to all other production (secret police root out spies but have bad effect on morale/economy) 4)Political Indoctrination (1-3) gives: *Commissar(comp)-bonus to combat, self destruct (forcibly improves morale, will not allow surrender) *Fanatical Crew (comp)=crew quarter provides extra boarding defense, more hit points, and combat bonuses 5)Experimental Psychology(1-3) gives: *Psychotropic Drugs (comp)=bonus to offense, penalty to defense 6)Advanced Psych Analysis (1-3)gives: *Xeno Profiling Center(fac)=system wide bonuses to combat 7)Advanced Political Indoctrination(1-3)gives: *Banzai pods(comp)=hard to kill kamikaze fighters *Suicide Assault (comp)=troopers jump onto enemy hull,(high damage, range 1, skip shields, massive supply use, reload 30) 8)Advanced Experimental Psych (1-3)gives: *mind blank crew (comp) combines crew quarter/bridge/life support and MC with self destruct-hopefully will create a crew immune to subVersion,immune to virus, and will blow themselves up instead of capture. Also gives combat bonuses. All balance, naming, modding, or new idea suggestions are appreciated. Thanks |
Re: Psychology mods? Increasing the role of troops?
Do combat bonus components work for troops? Can I make a stimpack for troops that work like Psychotropic Drugs?
Urban Planning, eh? I'll be returning to school in fall to get my masters in Urban Planning. I doubt we'll cover galactic expansion planning, though...sigh... What kind of flavorful facilities could Urban Planning provide? I don't want just more compact buildings. Proportions (which I play, and am using as my baseline) has plenty of those. Can I make a facility that allows more population on a planet than normal? |
Re: Psychology mods? Increasing the role of troops?
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Re: Psychology mods? Increasing the role of troops?
I worked up a Combat Apothecary unit. This makes me want to expand the Biology tech to include super-soldier genetic engineering type stuff. Has anyone done this before? Is there much point in diversifying the options available to ground units?
The Combat Apothecary goes from 1-3, scaling by cost, size, and bonuses. Name := Combat Apothecary III Description := Field unit dispenses stimpacks and psychotropic drugs to combat troops. Pic Num := 271 Tonnage Space Taken := 20 Tonnage Structure := 20 Cost Minerals := 40 Cost Organics := 400 Cost Radioactives := 0 Vehicle Type := Troop Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Vehicle Control Family := 7100 Roman Numeral := 3 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Troops Tech Level Req 1 := 3 Tech Area Req 2 := Experimental Psychology Tech Level Req 2 := 3 Number of Abilities := 3 Ability 1 Type := Ship Bridge Ability 1 Descr := Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Combat To Hit Offense Plus Ability 2 Descr := Frenzy gives a 20% attack bonus to stack. Ability 2 Val 1 := 20 Ability 2 Val 2 := 0 Ability 3 Type := Combat To Hit Defense Minus Ability 3 Descr := Recklessness causes a -20% defense penalty to stack. Ability 3 Val 1 := 20 Ability 3 Val 2 := 0 Weapon Type := None |
Re: Psychology mods? Increasing the role of troops?
What could be modded for ground units?
1)combat bonuses, which affect the stack(super soldiers, berzerkers) 2)hit points, possibly making small size-high hit point comps 3)Heavy weapons/Anti-armor teams-high damage very low reload 4)Any way of creating kamikaze units? Troops can't ram, correct? range, boarding, subVersion, speed,cloaking, etc. have no effect on ground combat, correct? |
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