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-   -   A pirates life for me... (http://forum.shrapnelgames.com/showthread.php?t=2143)

jimbob November 14th, 2001 01:55 AM

Re: A pirates life for me...
 
Suicide,

Hey, ummm...
I've been busy as a beaver lately, finally finding out how to mod this game. I figure I've got some niffty stuff, but entirely for one new racial trait (gravity techs). My stuff isn't enough to call a Mod... but I'd love to give it away to someone with a more extensive mod.

Would you be interested in looking at what I've got? It's currently balanced for Ultimate, but HA's dropped off the face of the earth. I'm sure I could rebalance for Pirates.

-jimbob

Suicide Junkie November 14th, 2001 04:02 PM

Re: A pirates life for me...
 
I'd be happy to check it out.
One thing that I will probably do is adjust the descriptions to fit into my universe.

Now, I am swamped with homework this week, so I won't be able to get back to you until this weekend. So take your time.

PS: This sounds like one of the tech tree type traits. Therefore, it will need five crossover techs, one for each of the original racial tech trees.
General suggestions & ideas are sufficient for this; if nothing else, I can make "compressed matter" components ("Delicate balancing of gravitational pressure on a component allows it to be reduced in size").


PS: I would have responded about 12 hours earlier, but the forums were down (access denied error message when writing to the thread)

henk brouwer November 15th, 2001 02:45 AM

Re: A pirates life for me...
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by jimbob:
Suicide,


Would you be interested in looking at what I've got? It's currently balanced for Ultimate, but HA's dropped off the face of the earth. I'm sure I could rebalance for Pirates.

-jimbob
<HR></BLOCKQUOTE>


He's back it seems, both www.spaceempires.org and www.hyperionbase.com are back Online.

jimbob November 20th, 2001 04:16 AM

Re: A pirates life for me...
 
Hi,

Well, it's good that you're patient, because life just got a little too busy lately. I don't have internet at home, so I'll bring the files in to work by Wed. and post them here. Most of the components work well, though I didn't make any original art. It seemed to me that there were some unused pictures in the original 'picture' folders.. so I just messed about with them.

-jimbob

Suicide Junkie November 20th, 2001 06:01 AM

Re: A pirates life for me...
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Most of the components work well, though I didn't make any original art. It seemed to me that there were some unused pictures in the original 'picture' folders.. so I just messed about with them.<HR></BLOCKQUOTE>That's been my method with P&N, too. Most of my components that have similar functions, just use the same picture, but there are a ton of little variants, especially with the armor and shield generator pictures. I find it amazing that I got such great "living ships" component pictures, all original SE4.

Have you got any ideas for the crossover techs?

dogscoff November 20th, 2001 01:20 PM

Re: A pirates life for me...
 
Gravity + Crystalline= ultra-dense crystal tech tree: Slightly more powerful Versions of standard crystal techs. Extremely expensive to research and build.

Gravity + Psychic= Telekinetic gravity well: Really nasty weapon, 100% accuracy, skips shields and armour. Short range, long reload.

Gravity + Psychic + Temporal = Temporal Psychic Gravitic sensors. You can't hide.

Gravity + Organic = MegaFlora Farming. Gigantic plants which could not exist without gravity manipulation are engineered and harvested for organic resources.

Gravity + Organic = High Gravity Infantry. Soldiers engineered to exist in super-high gravity conditions exhibit extraordinary strength in normal gravity.

Gravity + Organic + Religious = High Gravity BioFanatics: Fanatic Version of above. Phear.

Gravity + Big Thinkers: Ultra-sized Weapons Platforms: Gravity Manipulation allows construction of gigantic structures which otherwise could not support their own weight. This technology can be traded to/ stolen by other gravity races.

------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M&gt;M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.

Suicide Junkie November 20th, 2001 06:13 PM

Re: A pirates life for me...
 
Crossover techs needed:
Gravity
+Crystalline: Y
+Psychic: ?
+Temporal: N
+Organic: Y(2)
+Religious: ?

I don't want to do 3-ways until I have a crossover for all the 3-ways out there.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Gravity + Organic + Religious = High Gravity BioFanatics<HR></BLOCKQUOTE>If we drop the organic requirement, we get High-G Fanatics. How they'd relate to BioFanatics, I'm not sure. Maybe since they have great Grav control, give them built in shields (no armor) and a shield-skipping troop weapon.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Gravity + Psychic= Telekinetic gravity well:<HR></BLOCKQUOTE>How would that work in a description sense?
A slightly modified Version: TK GravLance. Skips shields, and maybe armor too. Creates localized spikes of gravitational force, collapsing small bits of the ship's hull. Small component, for lots of moderate-weak hits.
Totally different: a deflector shield. Psychics predict incoming weapons fire, and direct a grav pulse in that direction to deflect it. A shield generator with crytalline ability.

jimbob November 22nd, 2001 12:49 AM

Re: A pirates life for me...
 
Hey,

Well I didn't do any work on the cross-over techs yet. Here's what I've done so far. I could still tweek the art for the black hole generators, etc.

I haven't done the ground-combat troops yet, but I plan to have some anti-grav booster packs or hovercraft or something. I'm hoping to make them space worthy so that they can go from planet to planet on their own... but is it possible?

I like the ideas in the Last few Posts, so I'll try to include as much as possible.

Here are some of the files. You will need to cut and paste to the correct files to run them.

-jimbob

Suicide Junkie November 22nd, 2001 01:23 AM

Re: A pirates life for me...
 
Some good, unique ideas there. Have you tested those black hole weapons yet? I seem to recall the first "0" damage rating defining the max range the weapon will fire at.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I haven't done the ground-combat troops yet, but I plan to have some anti-grav booster packs or hovercraft or something. I'm hoping to make them space worthy so that they can go from planet to planet on their own... but is it possible?<HR></BLOCKQUOTE>Nope its either a troop or a fighter, not both http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

Looking at those Space yard facilities, I was thinking that rather than doing an anti-grav idea to get the same effect as a temporal space yard, why not add gravity to orbital stations, so they're just as effective as planet based ones!
Different, but good (if not better). It also allows you to combine temporal and grav to get temporal space yards on bases.
...
Which fills in that crossover gap, too!

jimbob November 22nd, 2001 02:04 AM

Re: A pirates life for me...
 
Black hole generators,
Yeah, they do work... at least when they're put on ships (Though I made them for Weaponplatforms, I tested them on ships because nobody would come after my planets).

Space Yards,
I must admit that I was disappointed to be beaten to the punch by the temporal space yards. Having never tried the temporal racial trait out, I initially thought I had an original idea! Oh well... http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I kinda like the space elevator thing, but ultimately (no pun intended) it will be in your mod. The key factor to me was the _repair_ capacity of the station (bringing up whole components from the ground) and the space port/resupply station aspects. The build rate was an afterthought really. How about the space elevator giving normal build rate + boosted repair/resupply/space port, and the cross over facility giving all of that plus the higher build rate of the temporal space yard. Of course the resource cost to build the space elevator facility should come down a great deal.

Orbital Space Yards
That would be good, except that the space stations etc. can be built in non-planet locations. I envisioned lifting components fabricated on the planet into space with relative ease and speed. Improved Space Yards in deep space seems counter-intuitive.

my $.028 (Cdn funds)
-jimbob


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