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Re: Conquest Mod (Under Development)
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I wanted to keep all of the SE IV technology intact while adding some new stuff. Ideally I would love to turn the starscape into a blue ocean and the planets into various size islands. http://forum.shrapnelgames.com/images/icons/icon10.gif Warp points would simply be accelerated distance points or votexes. But that will not happen. Help is always welcome. If you can think of some good racial traits with a good technology tree that would be great. This is what I have so far: Militaristic Race gains access to larger starbases, ship classifications, Drones, adv. training facilities, troop technology, and minor mounts Peaceful Race gains access to limited mount that are limited to smaller ships sizes, improved happyness and production facilites, and planetary improvment facilities Warp Engineers Race gains access to faster engines, engine damaging weapons, and adv shield technology. Advanced Carrier Technologies Race gains access to advanced Carrier, fighter, Point Defense technology, and combat bonuses. Advanced Stealth Abilities Race gains access to advanced stealth abilities such as advanced cloaking, and sensor avoidance components. Advanced Mount Technologies Race gains access to advanced ship mount technology. I also have some disadvange traits as well: Poor Power Conservation Un-Lucky Propulsion Limitations Poor Storage Techniques Industrially Challenged |
Re: Conquest Mod (Under Development)
Thanks guys, I will be working on redoing the cultures bonuses tonight sometime.
I am very egar for this mod as I hope it will work the way I want it too and thus fill a void in game play that has been bugging me for some time. Any good ideas for new technologies and such? I will be making the cloaking device cost more and will limit non steal races to a cloaking level of 2 both for stealth armor and the cloaking device. They will still have full access to scanners and sensors and such to detect cloaked ships though. The Asteroid ships are going to have to be added to all races. Just in case someone chooses to use the stealth race ability. What I am thinking is to add AI files for all standard SEIV Races and a few others such as: Blue Race (Unnamed as of yet) EDF Huron Illuminati 2 Kiraith Pandoran Starwolf |
Re: Conquest Mod (Under Development)
I have pulled this mod off the shelf and am in the process of dusting it off for possible work.
I just want to play around a bit and make a mod that fits the story I started some time ago and focuses on military technology of today and expands it into the distant future where fleets are based around the carriers as in Wing Commander. I would love to make the mod a WWII in space experience. To do that I need to get off my arse and start thinking. Additionally I need to suck it up and start writing again. (Deep Breath) I hate being lazy and unwilling to work on things that I enjoy. I think it would be fun to make a new mod from the ground up, a mod that does focus on fleet and ships like our modern day governments do. That being said can any one offer me information on how ship hulls of today are best being used? Cutter Escort Frigate Gun Boat Destroyer Heavy Destroyer Light Cruiser Cruiser Heavy Cruiser Battle Cruiser Battleship - Basically lots of guns thick armor Dreadnought - Even more guns and thicker armor Light Carrier - Bassically a fleet support craft - fighter cover (Small short range interceptors) Medium Carrier - Used mainly as a sea going BOMBER platform (Bombers and Troop Dropers) Heavy Carrier - An Air Force wing on water - used for ground assualts, battle group protection, and long range attacks against enemy fleets. Carriers should always play an important roll in any space fleet I would think. To that end I want to break the Point Defense Cannons into two types if I can. One that targets missiles and one that later can target - albeit less than accurately - fightrs. I am not a big fan of huge mine laying fleets that the current Ai uses, and it has been proven that mines slow down games. So I am considering limiting the use of mines dramatically. I know that many players love mines, but the simple truth is they bog the game turns down in SP. It is kind of fun thinking about making a new mod, one that will do what other mods have done before, and one that will more likely than not, never be played. The future of SEIV is still strong, and I hope that if I ever finish this mod it will be a good enough mod that people will want to pay me to play it. http://forum.shrapnelgames.com/images/icons/icon10.gif J/k... That people will want to play it. Any who we will see what happens. |
Re: Conquest Mod (Under Development)
Sorry for hijacking AT, but I have an interesting idea. It's inspired by your words about WWII: why not to make a se4 total conVersion mod about naval battles through the human's history? Say from XVI century up to the present time. From the cannon caravels to the nuclear submarines.
It's not a problem to change space background to water, planets to ports, stars to ... well who cares about stars http://forum.shrapnelgames.com/images/icons/icon12.gif I think it could be a good job for some unemployed modders http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Conquest Mod (Under Development)
That would be a great idea Aiken. We could change the star map into an ocean and use island images for planets. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Conquest Mod (Under Development)
Somebody actually started a mod like that a while ago. I don't think they got too far with it though.
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Re: Conquest Mod (Under Development)
Reviving the mod but under a new name. The work on the mod will be combined with the work that was done with my concept for a carrier dependent mod (The New Age Mod). There is a lot of work to do and many new things to figure out. I will work on it over the course of the next few months. NeoTech gameing is where some of the descussion will take place for the mod. DF has been working on his own Conquest mod so its only fitting that discussion take place on both forums.
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