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Re: Adamant Mod Discussion Thread (0.15.00 Release
Well I have always thought of Psychoportation meaning that the race is able to move themselves or nearby items a 'short' distance via teleportation rather than telekinesis-like movement.
So in that vein maybe give new fighter hulls (or possibly more easily, specialised cockpits) that give defence bonuses (hops out of the previous intercept trajectory), and maybe upgraded seekers with slightly greater damage resistance to simulate this as well. Maybe increased unit deployment components (they just 'move' the units outside). Maybe even let the bridge gave multiple unit type deployment (1 unit/turn), who needs bays when you can teleport items off your ship! http://forum.shrapnelgames.com/image...ies/stupid.gif Ohhh http://forum.shrapnelgames.com/images/smilies/cool.gif what about a new point defence component type called... 'Intercept Blink Bomb' range 1, high damage, okish accuracy (living judgment), small (just bombs and an adept), with a per ship limit to prevent abuse (to many interfear with each other?). Hmmm not sure about new facilities though. http://forum.shrapnelgames.com/images/smilies/frown.gif *** end random stream of consciousness/insane ramblings *** |
Re: Adamant Mod Discussion Thread (0.15.00 Release
That was the idea behind the movement bonus for the fighters; the psion would be able to make the fighter teleport a short distance periodically.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I like the sound of not needing bays to launch units. It would make a race capable of doing it unique, provided it isn't too powerful. Or possibly even just increasing the number of units that bays could launch would work, though it would be less exciting.
As for facilities, I suppose you could combine the nexus with a more common facilty or something. Teleporting resources about the empire with out the need for a nexus fits the theme. Eh, Maybe. http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Adamant Mod Discussion Thread (0.15.00 Release
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Re: Adamant Mod Discussion Thread (0.15.00 Release
lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.
For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too. That are my suggestions for pirates. About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters. Thats it for now, hope you like my suggestions ! |
Re: Adamant Mod Discussion Thread (0.15.00 Release
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Re: Adamant Mod Discussion Thread (0.15.00 Release
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Re: Adamant Mod Discussion Thread (0.15.00 Release
And for a third post in a row... Adamant Mod 0.15.01 is released! This patch simply adds the missing Research and Covert Ops Teams components for Organic and Magic Nomads:
Adamant Mod 0.15.01 Data Extract it into the root SE4 directory and it will install itself over your current Adamant Mod 0.15.00 installation. |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Hey, what about ultra-recycler node for research lab bases? Can I fit this comp to them now?
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