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-   -   What you would like in a Mod (http://forum.shrapnelgames.com/showthread.php?t=10844)

mac5732 December 4th, 2003 05:44 AM

What you would like in a Mod
 
well since we have all played SE4, and most, some or all of the mods, I just thought it would be nice for everyone to put in their 2 cents of what they would like to see in a New Mod.

This includes, New Races, Racial traits, facilities, weapons, etc.

So list your desires, maybe, just maybe, one of the modders may take all our ideas and put them into a new mod http://forum.shrapnelgames.com/images/icons/icon7.gif

just some ideas Mac

Taz-in-Space December 4th, 2003 05:59 AM

Re: What you would like in a Mod
 
I'd like to see a Naval Mod.

Imagine a Mod that manages to turn a SPACE GAME into a NAVAL GAME!

Planets become Islands...
Warp points become Whirlpools...
Asteroids are reefs...
nebulas - fogbanks...
Etc...

So all you talented Modders out there; what's the verdict - is this possible or not?

Nocturnal December 4th, 2003 08:16 AM

Re: What you would like in a Mod
 
I'd like a mod with oodles of different weapon mounts. Like point defense mounts with better accuracy and less range, point defense arrays that take lots of space but do lots of accurate damage at close range (can mount change the type targeting ability of weapons too?) Progressively heavier mounts that have reduced accuracy and increased range and damage, mounts that increase range and size (and cost) but not damage, combinations of mounts.

Basically, something like Master of Orion 2 had. I miss my heavy continuous fire automatic shield piercing extended firing arc phasors. http://forum.shrapnelgames.com/images/icons/icon6.gif There is no reason in stock Space Empires IV to pick any mount other then the largest available.

narf poit chez BOOM December 4th, 2003 08:26 AM

Re: What you would like in a Mod
 
Quote:

(can mount change the type targeting ability of weapons too?)
<font size="2" face="sans-serif, arial, verdana">nope.

se5a December 4th, 2003 08:31 AM

Re: What you would like in a Mod
 
a mod which keeps the basic flavor of vinila with a hint of strawbe...
wait a min, getting side tracked.
umnn yea
a mod wich basicly
balances stuff
makes fighters a little more usefull endgame
(and some diferend fighter hulls to, ie interceptors for taking out other fighters, drones and missiles, cant carry anti ship weps.
and bombers, slower, can carry more and used mainly for small missiles etc.)
adds a few things like small anti ship paricite, anti unit missiles, small org armor, etc.
and basicly fixes little things in the vinila which are eather unbalanced, annoying, or useless. (like the giant waste of planetry space)

HEMAN December 4th, 2003 08:49 AM

Re: What you would like in a Mod
 
From the modes that i played, none have these:

(A) More selections of componets for mines http://forum.shrapnelgames.com/images/icons/shock.gif ?.
(B) Planet Facility Jammer > When placed built on a planet ,any of players ship/fleets at this planet will not be detected by other AI enemy potencial ships.
(C) Combat senser+ECM in, All in one comp.
(D) Combat senser+Multiple tracking ,All in one comp.

WH HAHAHA.Wild e coyote> SUUUPER GENIUS.

Fyron December 4th, 2003 09:00 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by Nocturnal:
I'd like a mod with oodles of different weapon mounts. Like point defense mounts with better accuracy and less range, point defense arrays that take lots of space but do lots of accurate damage at close range (can mount change the type targeting ability of weapons too?) Progressively heavier mounts that have reduced accuracy and increased range and damage, mounts that increase range and size (and cost) but not damage, combinations of mounts.

Basically, something like Master of Orion 2 had. I miss my heavy continuous fire automatic shield piercing extended firing arc phasors. http://forum.shrapnelgames.com/images/icons/icon6.gif There is no reason in stock Space Empires IV to pick any mount other then the largest available.

<font size="2" face="sans-serif, arial, verdana">Check out Deathstalkers Mount Mod and AJC Mount Mod.

Quote:

(A) More selections of componets for mines ?.
<font size="2" face="sans-serif, arial, verdana">All that can be on mines is various types of warheads and cloaking devices. Check out Adamant and P&N for mods with lots of different kinds of damging warheads. Adamant has cloaking separated from the mine hulls for the mines, allowing even more development. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

(C) Combat senser+ECM in, All in one comp.
(D) Combat senser+Multiple tracking ,All in one comp.
<font size="2" face="sans-serif, arial, verdana">Would these just be a 10 kT comp that gives the same levels as the normal components? Or a 20 kT? Or maybe reduced effectiveness? Please specify. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 04, 2003, 07:03: Message edited by: Imperator Fyron ]

Taera December 4th, 2003 09:04 AM

Re: What you would like in a Mod
 
</font>
  • <font size="2" face="sans-serif, arial, verdana">Realism, to the point of absurd if you must. including solar systems, descriptions, etc</font>
  • <font size="2" face="sans-serif, arial, verdana">Meaningful descriptions (esp. usage of the hull description feature)</font>
  • <font size="2" face="sans-serif, arial, verdana">A gravity racial tech i would enjoy</font>
  • <font size="2" face="sans-serif, arial, verdana">Some thought given to better weapon balance</font>
  • <font size="2" face="sans-serif, arial, verdana">Optional - custom racestyles with history and a campaign scenario</font>
  • <font size="2" face="sans-serif, arial, verdana">SP-compatible</font>
  • <font size="2" face="sans-serif, arial, verdana">Expanded and reviewed stock racial techs</font>
  • <font size="2" face="sans-serif, arial, verdana">Rework of the mount model</font>
  • <font size="2" face="sans-serif, arial, verdana">Expanded cultures</font>
  • <font size="2" face="sans-serif, arial, verdana">AI to use the new features of the mod</font>
  • <font size="2" face="sans-serif, arial, verdana">Good developer support</font>
  • <font size="2" face="sans-serif, arial, verdana">New, original graphics</font>
  • <font size="2" face="sans-serif, arial, verdana">Size vs Power balance reviewed (more usefulness to smaller ships, and some to fighters)</font>
<font size="2" face="sans-serif, arial, verdana">
My 2 cents. looks much more than 2 cents tho http://forum.shrapnelgames.com/images/icons/tongue.gif One day, i'll get around to try and assemble at least some of these into a mod of my own. maybe.

[ December 04, 2003, 07:09: Message edited by: Taera ]

Fyron December 4th, 2003 09:31 AM

Re: What you would like in a Mod
 
Many mods have most of your list Taera. http://forum.shrapnelgames.com/images/icons/icon12.gif The gravity tech is the major lacking one, as you have already said you don't like that in P&N.

Taera December 4th, 2003 09:58 AM

Re: What you would like in a Mod
 
i never said mods dont have that, and yes i dont like the P&N gravity tech tree, but then again my inspirations are different.

Nocturnal December 4th, 2003 10:22 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by Imperator Fyron:
Check out Deathstalkers Mount Mod and AJC Mount Mod.
<font size="2" face="sans-serif, arial, verdana">Thanks, I'll look for them!

HEMAN December 4th, 2003 11:22 AM

Re: What you would like in a Mod
 
adament &P&N modes, ill check them out? thanks,Imperator Fyron.quote:
(C) Combat senser+ECM in, All in one comp.
(D) Combat senser+Multiple tracking ,All in one comp.
Would these just be a 10 kT comp that gives the same levels as the normal components? Or a 20 kT? Or maybe reduced effectiveness? Please specify.

Reply; yea top of the line, reduced size,high effectiveness can be Like in the game STARS they had this:combat sencer+ECM+Multiple scanner, all in one http://forum.shrapnelgames.com/images/icons/shock.gif . I got it from the travelling alien trader in STARS.

Puke December 4th, 2003 11:59 AM

Re: What you would like in a Mod
 
A tricky topic. There are lots of mods that add new features of all sorts, rebalance the game, and pack lots of stuff in. there are a couple that totally change the play style of the game, such as P&N and Porportions. Most of the suggestions below lean toward the "bigger is better, give me more" mentality.

well, those things are hard to make, take a LONG time time and a LARGE number of man hours, and there are already a fair number of them with good support. if people want other odd additions to their P&N or Porportions or Devnull game, or they want to mix and match pieces of other mods into Adamant, then its easy enough to do. I dont think we need to compile a new mod just to satisfy everyones desires for more feature creep.

What I want to seen in a mod, is LESS. A long time ago, Geo had a great mod (dont think it was ever finished) that focused on fighters and drones. capital ship combat was all stand-off, and fighters were of two basic types, space-superiority (anti-fighter / anti-drone / anti-seeker) or bombers (anti-ship / anti-planet). a simple change, down plays or removes alot of the other tech, and totally changes the way the game is played.

Drone Wars (another short, not-quite-polished, Geo Mod) was included on the Gold CD. totally changed the game, simply by removing a bunch of tech areas.

So thats what I want to see more of. Clever ideas that totally change the game. sure, add a few things like scaled mounts or techs from other mods, or incorporate parts of porportions. but dont just make a me-too here-are-a-dozzen-new-tech-areas-and-a-bag-of-chips kind of mod.

think small. think simple. think one or two good ideas that change the game, and dont add in a bunch of other stuff.

Argitoth December 4th, 2003 05:26 PM

Re: What you would like in a Mod
 
I'd personally want different skin colors of the Jouran race.

Brown skin or blue skin... just so two people can play the same race. I need them to be a different color to fit my RP story.

Fyron December 4th, 2003 05:45 PM

Re: What you would like in a Mod
 
Quote:

Originally posted by Nocturnal:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Check out Deathstalkers Mount Mod and AJC Mount Mod.

<font size="2" face="sans-serif, arial, verdana">Thanks, I'll look for them! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://www.malfador.com/se4mods.html

Although, the latest Version of DMM might not be on there... it is on http://www.spaceempires.net/ though.

Suicide Junkie December 4th, 2003 06:22 PM

Re: What you would like in a Mod
 
Quote:

What I want to seen in a mod, is LESS. A long time ago, Geo had a great mod (dont think it was ever finished) that focused on fighters and drones. capital ship combat was all stand-off, and fighters were of two basic types, space-superiority (anti-fighter / anti-drone / anti-seeker) or bombers (anti-ship / anti-planet). a simple change, down plays or removes alot of the other tech, and totally changes the way the game is played.
<font size="2" face="sans-serif, arial, verdana">Have you tried the Rock Paper Scissors mod?

http://www.shrapnelgames.com/cgi-bin...=008609#000000

http://forum.shrapnelgames.com/newup...1057271169.gif

[ December 04, 2003, 16:24: Message edited by: Suicide Junkie ]

Fyron December 5th, 2003 09:17 PM

Re: What you would like in a Mod
 
Or perhaps the Smoothed Pop Settings "mod" that does one thing: it smooths out the population bonus curve so it is in 1% increments rather than 10% jumps. http://forum.shrapnelgames.com/images/icons/icon12.gif

Smoothed Pop Settings

gregebowman December 5th, 2003 09:54 PM

Re: What you would like in a Mod
 
A reason to research the biology tech. Other than planetary weapons, I see no real use in using this technology as it currently stands. In most games, it's about the Last thing I do research.

Imperial December 10th, 2003 12:01 AM

Re: What you would like in a Mod
 
a mod that ties in all aspects of combat (ship to ship--fighters-- troops and transports for them--weap mounts etc---and makes them all usefull whether its end game - begining game -or mid game. Also an AI designed to impliment any changes and use them.

[ December 09, 2003, 22:02: Message edited by: Imperial ]

minipol December 10th, 2003 12:11 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by Suicide Junkie:
Have you tried the Rock Paper Scissors mod?

http://www.shrapnelgames.com/cgi-bin...=008609#000000

http://forum.shrapnelgames.com/newup...1057271169.gif

<font size="2" face="sans-serif, arial, verdana">Hehe, never knew it existed. Now that's an original idea!

narf poit chez BOOM December 10th, 2003 02:01 AM

Re: What you would like in a Mod
 
how about one that really stretches out the research times to focus more on the strategetic and tactical? so, it could take 20-50 turns to acheive an advance?

do to research what porportions does to resources and planets.

Fyron December 10th, 2003 02:03 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by gregebowman:
A reason to research the biology tech. Other than planetary weapons, I see no real use in using this technology as it currently stands. In most games, it's about the Last thing I do research.
<font size="2" face="sans-serif, arial, verdana">Check out the Bio-Psych Mod by KnidVernicious, available on the malfador.com SE4 mods list page. I incorporated it into Adamant.

Fyron December 10th, 2003 02:04 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by narf poit chez BOOM:
how about one that really stretches out the research times to focus more on the strategetic and tactical? so, it could take 20-50 turns to acheive an advance?

do to research what porportions does to resources and planets.

<font size="2" face="sans-serif, arial, verdana">Easy. Just divide research center production by 10 (or maybe even 25 if you are a masochist).

narf poit chez BOOM December 10th, 2003 02:07 AM

Re: What you would like in a Mod
 
and, if you really want your work cut out for you, slow down ship building and reduce maintenence cost, so it could take a while before you even produce your new tech in significant number's.

Fyron December 10th, 2003 02:16 AM

Re: What you would like in a Mod
 
Again easy. Divide all SY and the default construction rate by, say, 10, or some other value. Then, reduce the base maintenance from 25 to 10 or so, depending on how less maintenance you want. Make sure to check for bases producing resources from negative maintenance, esp. with a maxed out maintenance aptitude trait!

narf poit chez BOOM December 10th, 2003 02:20 AM

Re: What you would like in a Mod
 
and i would NEVER have thought of that. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ December 10, 2003, 00:21: Message edited by: narf poit chez BOOM ]

Fyron December 10th, 2003 02:21 AM

Re: What you would like in a Mod
 
http://forum.shrapnelgames.com/images/icons/tongue.gif

Arkcon December 10th, 2003 02:25 AM

Re: What you would like in a Mod
 
What I want is hard sci-fi. Very few colonizible planets, all harsh environments. Use them for your research facilities or intel centers. I'd like a galaxy map patterned after our stellar neighbors.

Gain resources by remote mining, remove the % loss. Remote miners pay maintenance and need supplies shuttled to them -- no drop it an forget it.

Each race gets a special weapon and defense. One race gets antiproton beams, one race gets organic armor, one race gets phased shields, one race get phased polaron beams. Otherwise fight with DUC's and defend with normal shields.

With limited resources, you slug it out with your fleet of escorts, frigates, destroyers, light cruisers and maybe a battleship or carrier as a flagship. (We're kinda here with the ankle-biters mod). Whatever you can afford ... but don't lose them all in combat, or your planets are defenseless.

I always wanted to do this mod, but I have no skill.

narf poit chez BOOM December 10th, 2003 02:27 AM

Re: What you would like in a Mod
 
well, that mod sounds interesting. as in, 'may you live in...' http://forum.shrapnelgames.com/images/icons/shock.gif

but i don't think i'd like such a thin defence.

Fyron December 10th, 2003 02:50 AM

Re: What you would like in a Mod
 
Quote:

Remote miners pay maintenance and need supplies shuttled to them -- no drop it an forget it.
<font size="2" face="sans-serif, arial, verdana">Except that it will keep on mining once it has run out of supplies.

Suicide Junkie December 10th, 2003 05:05 AM

Re: What you would like in a Mod
 
Quote:

Originally posted by Arkcon:
What I want is hard sci-fi. Very few colonizible planets, all harsh environments. Use them for your research facilities or intel centers. I'd like a galaxy map patterned after our stellar neighbors.

Gain resources by remote mining, remove the % loss. Remote miners pay maintenance and need supplies shuttled to them -- no drop it an forget it.

Each race gets a special weapon and defense. One race gets antiproton beams, one race gets organic armor, one race gets phased shields, one race get phased polaron beams. Otherwise fight with DUC's and defend with normal shields.

With limited resources, you slug it out with your fleet of escorts, frigates, destroyers, light cruisers and maybe a battleship or carrier as a flagship. (We're kinda here with the ankle-biters mod). Whatever you can afford ... but don't lose them all in combat, or your planets are defenseless.

I always wanted to do this mod, but I have no skill.

<font size="2" face="sans-serif, arial, verdana">Shields as standard tech? Icky!
Armor all the way! Damage should mean something!
And the races with shields? Make 'em leaky shields! Heck, make the armor leaky too http://forum.shrapnelgames.com/images/icons/icon10.gif

You can use mounts and maintenance-reducing abilities on the hulls to make large ships cost way more to build, but maintain a flat maintenance cost across the board.

The little guys will be cheap cannon fodder, while the big guys take a serious investment of time and money.
In the long run, the big guys will be better for you (more firepower/defense per maintenance dollar), but the little guys can be mass-produced in the short term for war...

mac5732 December 10th, 2003 07:39 AM

Re: What you would like in a Mod
 
several damaging worm holes that lead into another smaller (new additional) system

just some ideas Mac


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