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-   -   Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions. (http://forum.shrapnelgames.com/showthread.php?t=11455)

bearclaw February 27th, 2004 07:18 AM

Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Now that this final patch is out, I'm going to do some re-working of the Dark Nova Mod. I'm looking for suggestions from those who have played it and for those who might have suggestions for it.

The concept behind everything entered into the mod is Diversity. To the max! The DN2 Version accoplished this by being built around the Ultimate ShipSize mod incorperated with an altered Intel projects list (thanks to those of you who helped with that).
DN3 expanded on this concept by putting each ship type into it's own research tree:
Standard Hull tech
Colony Hull Tech
Transport Hull Tech
Carrier Hull Tech

And by having added various mods that expanded on the Events. I also added many new Unique techs taken from different Racial Techs. It also has Giant and Titanic Planet sizes with population modifiers to account for larger populations.

Now I want to go even further. Now I'm looking at increasing facilites. I will be adding 3-5 levels of Min/Org/Rad/Intel/Research Generation, but what other sorts of things would people like to see in a mod whose focus is Diversity? I'm looking at various cloaking types for each sensor types.

Mod Highlights to date:
67 Standard ship Sizes
12 fighters
6 colony ship
planetary shields
300+ events
Dozens of Mounts
35 Unique Techs
Giant and Titanic planet Sizes

[ February 27, 2004, 05:19: Message edited by: bearclaw ]

bearclaw February 27th, 2004 07:23 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Something that I thought of putting into the mod is to take off the cloaking ability of mines and make mine cloaking devices of different types. Max level would make them invisible to all but that sensor type. So one person could be using Hyper-Optics but thier opponent has mines that block Active EM, forcing them to research a new sensor type, etc. Arms race with mines kind of situation. Good idea? or bad?

Aiken February 27th, 2004 08:47 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Someone reported that Nature Shrine and Time Shrine gained from ruins don't work (it was on pbw forum). Some AI designs keep poping into my design window, despite the fact that I marked them obsolete (Design 115 for me). Also AI keeps constructing WP with tons of minimounted Assualt Rockets. AFAIK they can installed on Fighters only, but AI dont't get bothered with such restrictions http://forum.shrapnelgames.com/images/icons/icon7.gif
I believe these are bugs.

Some thoughts: as we have a Tugboat hull you can implement Science and Spy Satellites with generate research and intel abilities on hull (but no weapon can be put on them http://forum.shrapnelgames.com/images/icons/icon7.gif ), drone and mine warheads with special types of damage, add some guns with Point-Defence weapon type which can target ships/planets/bases (flying shoting stars hehe)...

As for mine cloacking devices, well you can use your minesweapers as always, to avoid reseaching a bunch of sensors.

bearclaw February 27th, 2004 06:30 PM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Definetly bugs. Thanks, I'll take care of those. I had come across some bugs with unique techs but was unaware of those. I'll get right on that. As for the point defense... perhaps different research trees for different types of point defense weapons?

Thanks.

Cirvol March 1st, 2004 03:56 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
hey bro http://forum.shrapnelgames.com/images/icons/icon12.gif

dn2 was fun ... only problem was the very easy carrier research vs normal ships

i think you mentioned dn3 took care of that --
so outside of that i think its pretty good now

still kinda hard to agree with so so many fighters and ship sizes -> and so many mounts
(ie, i dont know if they really work out 'balanced')

but it does make for a fun mod http://forum.shrapnelgames.com/images/icons/icon7.gif

keep up the good work

Aiken March 1st, 2004 04:30 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

Originally posted by Cirvol:
dn2 was fun ... only problem was the very easy carrier research vs normal ships

<font size="2" face="sans-serif, arial, verdana">I have to say that carriers and organic race are still kick-***. IMHO.
The Swarm of SEDx Zero-G-Troopers is tough. I even think that nothing can stop this horror. (Except for Horde of religious LC with a tons of gatling mounted weapons, maybe).

bearclaw March 1st, 2004 06:51 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Personally, I'm not so sure about the Zero-G troops. I've concidered removing them. Any comments?

And yeah, Cirvol, DN3 mod has carriers slightly harder to reasearch and standard ships quite cheaper to research. I will probably reduce the standard hull research even more, actually.

DN2 was a bLast. Was really looking forward to my fleets of Star Destroyers getting 'nasty' http://forum.shrapnelgames.com/images/icons/icon12.gif

bearclaw March 1st, 2004 06:53 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

Originally posted by Cirvol:
still kinda hard to agree with so so many fighters and ship sizes -> and so many mounts
(ie, i dont know if they really work out 'balanced')

<font size="2" face="sans-serif, arial, verdana">I am concidering adding 2 new mounts, Low Grade and Premium Grade Components. Similar to whats in P&N (at least, I think that's where I saw them...)

The mounts were altered slightly for DN3 in that there is a mount for each type of ship size (escort, frigate, destroyer, etc.) instead of Large, Heavy and Massive mounts. I think, though, that they are not balanced quite right... I'm open to input on this matter.

[ March 01, 2004, 04:57: Message edited by: bearclaw ]

Aiken March 2nd, 2004 02:33 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

Originally posted by bearclaw:
Personally, I'm not so sure about the Zero-G troops. I've concidered removing them. Any comments?
<font size="2" face="sans-serif, arial, verdana">I may exaggerate things of course. I just told that fighters are too strong (imho, again) due to reduced PDC power. It may be good to modify a LR PDC Mount a bit: change it from 1/2 damage, +3 range, +25% Cost to something like 1/2 damage, +4 range, -20% to hit (accuracy reduction due to long distant fire ability). Concerning ZGT - just decrease their defense bonus to 80-85% (from 99%). That will be enough for them.
What do you think?

bearclaw March 2nd, 2004 06:14 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

I may exaggerate things of course. I just told that fighters are too strong (imho, again) due to reduced PDC power. It may be good to modify a LR PDC Mount a bit: change it from 1/2 damage, +3 range, +25% Cost to something like 1/2 damage, +4 range, -20% to hit (accuracy reduction due to long distant fire ability). Concerning ZGT - just decrease their defense bonus to 80-85% (from 99%). That will be enough for them.
What do you think?
<font size="2" face="sans-serif, arial, verdana">I like it. I like it alot, infact. That's just the sort of suggestions I'm looking for! In fact, maybe even another PDC mount that increases damage by about 50% but decreses the range to 2.

[ March 02, 2004, 04:17: Message edited by: bearclaw ]

Atrocities March 2nd, 2004 07:10 AM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
I played the mod and the game for a very long time. My only suggestion would be to have a lot fewer ship classes. To many is to much.

Aiken March 2nd, 2004 05:23 PM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

Originally posted by bearclaw:
In fact, maybe even another PDC mount that increases damage by about 50% but decreses the range to 2.
<font size="2" face="sans-serif, arial, verdana">PDC V has range of 3, such mount will reduce it to 1. No good http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by Atrocities:
I played the mod and the game for a very long time. My only suggestion would be to have a lot fewer ship classes. To many is to much.
<font size="2" face="sans-serif, arial, verdana">When I tried this mod first time I made an attempt to build a Massive Worldship-35. It was filled with everything you can imagine. It's cost was about 1M min 80k org and 500k rads. And my homeworld (all techs) was going to spend 220 turns on building this monster. I haven't tried to make a retroseries for it, though. But I consider that all hulls after Massive Worldship is a joke.

Ergo, if we want to drive such uberships we need uberSYs and uber resourse extractors. In general we need much more components and facilities (uber too http://forum.shrapnelgames.com/images/icons/icon7.gif )
You may also increase planet population capasity - to something like 1000 billions of people with huge production bonuses. Sure, it's difficult to imagine such amount of creatures on 1 planet, but nobody told that their life is easy. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also I'd like to see a Baseship/Worldship sheild and armor mounts.

That'll do for today. http://forum.shrapnelgames.com/images/icons/icon7.gif

Sorry for all the grammar errors.

Fyron March 2nd, 2004 05:25 PM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

Originally posted by Atrocities:
I played the mod and the game for a very long time. My only suggestion would be to have a lot fewer ship classes. To many is to much.
<font size="2" face="sans-serif, arial, verdana">There are never too many ship classes! http://forum.shrapnelgames.com/images/icons/icon6.gif

Those massive worldships are no more a joke than sphereworlds are. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 02, 2004, 16:56: Message edited by: Imperator Fyron ]

bearclaw March 2nd, 2004 07:29 PM

Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
 
Quote:

Originally posted by aiken:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by bearclaw:
In fact, maybe even another PDC mount that increases damage by about 50% but decreses the range to 2.

<font size="2" face="sans-serif, arial, verdana">PDC V has range of 3, such mount will reduce it to 1. No good http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I ment for a final range of 2, sorry. Not reduced by 2.

Quote:

Originally posted by Atrocities:
I played the mod and the game for a very long time. My only suggestion would be to have a lot fewer ship classes. To many is to much.
<font size="2" face="sans-serif, arial, verdana">
Quote:

When I tried this mod first time I made an attempt to build a Massive Worldship-35. It was filled with everything you can imagine. It's cost was about 1M min 80k org and 500k rads. And my homeworld (all techs) was going to spend 220 turns on building this monster. I haven't tried to make a retroseries for it, though. But I consider that all hulls after Massive Worldship is a joke.
<font size="2" face="sans-serif, arial, verdana">Perhaps that many worldship sizes is a bit much. I think that cutting them down to Tiny,reg, Large, Huge, and Massive could be enough.

Quote:

Ergo, if we want to drive such uberships we need uberSYs and uber resourse extractors. In general we need much more components and facilities (uber too http://forum.shrapnelgames.com/images/icons/icon7.gif )
<font size="2" face="sans-serif, arial, verdana">This is possible. Maybe not to Uber levels, but at least spectacular.

Quote:

You may also increase planet population capasity - to something like 1000 billions of people with huge production bonuses. Sure, it's difficult to imagine such amount of creatures on 1 planet, but nobody told that their life is easy. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">ehh, with Giant and Titanic planets already in the game, I think I'll pass on this one, but the other changes you've posed would make this unnessesry.

Quote:

Also I'd like to see a Baseship/Worldship sheild and armor mounts
<font size="2" face="sans-serif, arial, verdana">That works for me!


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