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Re: P&N for v1.78?
Dumbluck: Thanks for the suggestions!
Done, Done, and Done http://forum.shrapnelgames.com/images/icons/icon7.gif There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them http://forum.shrapnelgames.com/images/icons/icon7.gif SJ's ToDo list for P&N PBW: - add no-ai files X add TDM formations X add super popmodifiers file http://forum.shrapnelgames.com/images/icons/icon10.gif X adjust prices for characteristics. (Be sure to look closely at the most common, and most ignored ones http://forum.shrapnelgames.com/images/icons/icon12.gif ) X fix minor image/sound bugs. X disallow unit mounts on DU autocannons. X recheck weapons for unit mounting and clean up availability list. - Change Allegiance Subverter into anti-boarding-defense Mental Shredder. - Change Talisman into a vehicle mount. - Add drones to Pirate races. - Add seekers to fighters X Repair small gravitic drive MP/kt settings. - Change supply storage tech requirements to require resupply tech. Rename resupply tech to supply storage tech. X Extend unit shield mounts to cover mini-shield generators. X large drives! X Scale up solar sails 10x, and add more levels. - ruins & racial crossovers X small racial armors. X add more levels of shield regenerators (up to 2x rate at maxtech) X tweak mini-regenerators to match the full size regens. X add more levels of solar collector tech. - Adjust prices & supply use of weapons. - Adjust facility costs to reflect labour. X Gun Nuts -200 kt to mount requirements. - Redo mines & sweeping system - Major training facilities are spaceborne. - Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance. [ November 09, 2002, 16:30: Message edited by: Suicide Junkie ] |
Re: P&N for v1.78?
Man, this is sounding like sooooo much fun!
Can we assume that you're using your old PBW population modifiers? |
Re: P&N for v1.78?
SJ's ToDo list for P&N PBW:
- add no-ai files X add TDM formations X add super popmodifiers file http://forum.shrapnelgames.com/images/icons/icon10.gif X adjust prices for characteristics. (Be sure to look closely at the most common, and most ignored ones http://forum.shrapnelgames.com/images/icons/icon12.gif ) X fix minor image/sound bugs. X disallow unit mounts on DU autocannons. X recheck weapons for unit mounting and clean up availability list. - Change Allegiance Subverter into anti-boarding-defense Mental Shredder. - Change Talisman into a vehicle mount. - Add SpaceYard Expansion projects. - Convert to limited supplies mode. - Add drones to Pirate races. - Add seekers to fighters X Repair small gravitic drive MP/kt settings. - Change supply storage tech requirements to require resupply tech. Rename resupply tech to supply storage tech. X Extend unit shield mounts to cover mini-shield generators. X large drives! X Scale up solar sails 10x, and add more levels. - ruins & racial crossovers X small racial armors. X add more levels of shield regenerators (up to 2x rate at maxtech) X tweak mini-regenerators to match the full size regens. X add more levels of solar collector tech. - Adjust prices & supply use of weapons. X Adjust facility costs to reflect labour. X Gun Nuts -200 kt to mount requirements. - Redo mines & sweeping system - Major training facilities are spaceborne. - Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance. [ November 09, 2002, 19:23: Message edited by: Suicide Junkie ] |
Re: P&N for v1.78?
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(BTW, why'd you post the same list of features twice? Did you complete a few and put X's by them? Didn't notice any differences at first glance...) |
Re: P&N for v1.78?
I've been completing some, and adding others http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: P&N for v1.78?
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</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Name := Goldberg Combat System Description := Multipurpose combat system, which "does it all, and then some" ... Pic Num := Tonnage Space Taken := 40 Tonnage Structure := 20 Cost Minerals := 500 Cost Organics := 500 Cost Radioactives := 500 Vehicle Type := Ship\Base Supply Amount Used := 5 Restrictions := None General Group := Weapons Family := Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Rube Goldberg Designs Tech Level Req 1 := 1 Number of Abilities := 7 Ability 1 Type := Long Range Scanner Ability 1 Descr := Scans shisp 1 sector away. Ability 1 Val 1 := 1 Ability 1 Val 2 := 0 Ability 2 Type := Phased Shield Generation Ability 2 Descr := Phased Shielding Ability 2 Val 1 := 25 Ability 2 Val 2 := 0 Ability 3 Type := Lay Mines Ability 3 Descr := Can deploy mines. Ability 3 Val 1 := 1 Ability 3 Val 2 := 1 Ability 4 Type := Combat To Hit Offense Plus Ability 4 Descr := Increases overall accuracy. Ability 4 Val 1 := 1 Ability 4 Val 2 := 0 Ability 5 Type := Combat Modifier Defense Plus Ability 5 Descr := Jams enemy targetting sensors. Ability 5 Val 1 := 1 Ability 5 Val 2 := 0 Ability 6 Type := Shield Regeneration Ability 6 Descr := Replenishes shields. Ability 6 Val 1 := 5 Ability 6 Val 2 := 0 Ability 7 Type := Solar Supply Generation Ability 7 Descr := Generates energy from solar winds Ability 7 Val 1 := 10 Ability 7 Val 2 := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat\Drone Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 Weapon Damage Type := Skips All Shields Weapon Reload Rate := 4 Weapon Display Type := Torp Weapon Display := 18 Weapon Modifier := 0 Weapon Sound := radbomb.wav Weapon Family := 15</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> |
Re: P&N for v1.78?
I like it!
The component picture could be a vast contraption built up of the other component pictures. |
Re: P&N for v1.78?
A Rube Goldberg isn't supposed to do anything useful though. Yours does, although not anything very well. http://forum.shrapnelgames.com/images/icons/icon10.gif
This reminds me of the Canon cannon that was posted a while back. Didn't you make that one SJ? Geoschmo |
Re: P&N for v1.78?
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Then again, at 5 damage per 4 rounds per 40kT, it's still simply not worth it (1.25damage per round per 40kT, which works out to less than 0.04 damage per kt per round ...). The shields are just enought o be a teaser, as is the regeneration rate; the solar supply generation is laughably small; and given it's a 40kT gun with only 20kT of structure (too easy to ruin one SMALL part upon which the operation of the whole is dependant, heh), it's laughably easy to disarm. This MIGHT be very useful early on, if you discover it (say) before turn 20. Maybe (an escort with one of those could be fun). but not likely. http://forum.shrapnelgames.com/images/icons/icon7.gif Mainly the idea is, to try to do everything ... and fail miserably on all fronts. http://forum.shrapnelgames.com/images/icons/icon10.gif Just wait, I'm trying to come up with a whole STRING of "useless but seems ALMOST useful" components. Perhaps eventually to BECOME useful ... so someone who pursues a Rube Goldberg Design -tech area- ... might EVENTUALLY come out on top. If they aren't laughed out of the galaxy before then, that is. http://forum.shrapnelgames.com/images/icons/icon10.gif [EDIT] Hmm. An entire Rube Goldberg MOD could be fun to play fora while. Lol. Or make it a racial trait, heheh- Hey. I wonder, can you make a Racial Tech also be a Ruins Tech? Without duplicating all the components? 8) Might be an interesting idea, for some of the "lesser" racial techs (i.e. P&N's Living Ships, or Packrats, or the like). [/EDIT] [ November 11, 2002, 17:48: Message edited by: Pax ] |
Re: P&N for v1.78?
Aw, c'mon, doesn't anybody like the High Energy Minimizer? http://forum.shrapnelgames.com/images/icons/icon9.gif Oh well, I can always add it to MY mod...
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