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-   -   New weapon ideas for SE:IV and V (http://forum.shrapnelgames.com/showthread.php?t=22000)

thorfrog December 13th, 2004 03:31 AM

New weapon ideas for SE:IV and V
 
I've been playing around with weapon modding lately. Between modding the components and weapon mounts I've had a more unique game. I do find that half way thru the game I'm generating so much tech research that developing weapons is too easy. I would like to see new weapon types for this game. Here are some of my ideas:

-
Plasma tech

Plasma Cannons- short range, armor percing, reload rate 2, effective against ships, missiles, fighters,drones

-
Laser
Laser Cannons- medium range, high energy, poor against shields

Starhawk December 13th, 2004 04:22 AM

Re: New weapon ideas for SE:IV and V
 
So go ahead and make them http://forum.shrapnelgames.com/images/smilies/happy.gif

I've already made several new weapons, two of which are in game the others have been tested for my mod.

If you want help on how to make the weapons I'll help though http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities December 13th, 2004 04:25 AM

Re: New weapon ideas for SE:IV and V
 
Modding is fun, mod some new weapons and such. I know one player once had weapon tech going out to 100 or so.

Basic DUC - I - X
New Tech
Advanced DUC - I - X
New Tech
Poloron Beam I - X
New Tech
Advanced Poloron Beam I - X
etc.

Suicide Junkie December 13th, 2004 01:49 PM

Re: New weapon ideas for SE:IV and V
 
GritEcon is going to have 35 weapons with 1000 components each (10 levels x 3 tech dimensions) http://forum.shrapnelgames.com/images/smilies/happy.gif

Just grab some modding tools and you can do insane stuff too! http://forum.shrapnelgames.com/images/smilies/happy.gif

Notepad works great for most modding, though. http://forum.shrapnelgames.com/images/smilies/wink.gif

Renegade 13 December 14th, 2004 02:35 AM

Re: New weapon ideas for SE:IV and V
 
Whoa, SJ, how big is that monster mod going to be?!?!? http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/shock.gif

Captain Kwok December 14th, 2004 02:37 AM

Re: New weapon ideas for SE:IV and V
 
I don't understand this grid thing and why you have a 1000 components for one weapon... is it something like you have 3 requirements that go up to 10 levels each or what?

Suicide Junkie December 14th, 2004 03:32 AM

Re: New weapon ideas for SE:IV and V
 
Yes.
There are three tech areas that provide improved components, each of ten levels.
Any combination of those 10x10x10 = 1000 gives you one new improved component over your previous level.

With 35 different weapon types, that makes 35000 components, and a file of over 1.3 million lines of text.

---

I can't get it to load yet, unfortunately, and debugging a million lines is proving to be quite tough to do.

Captain Kwok December 14th, 2004 12:09 PM

Re: New weapon ideas for SE:IV and V
 
Hmm.

Why not drop it down to two requirements then, and then there will only be 100 entries. I'd hazard to guess you would have lots of near duplicates in terms of cost and strength with the 3 requirements, so there wouldn't be much difference.

Puke December 14th, 2004 04:22 PM

Re: New weapon ideas for SE:IV and V
 
i am SO looking forward to SEV with its ability to put formulae in components. you would instead only need 1 component for each of your ten, so if three tech levels effected each type of component then you would only need 3x35.

or you could do what normal people do, and make three tech requirements for one component, and require them all to be advanced evenly. for 1x35 with 3 requirements on each...

that, and instead of being limited to 10 levels, you could have INFINITE (or max signed-long-interger) levels of each component with ZERO extra lines of text.

Phoenix-D December 14th, 2004 05:02 PM

Re: New weapon ideas for SE:IV and V
 
Or it might eliminate the possibility of grid-tech entirely. Like, say, if the formula can only take one tech as input. Though I suppose you make a new component then that improves the formula, like so:

Physics 1 opens Basic APB
Damage formula: 1.5x (X is level of APB tech)

Physics 2 opens Advanced APB
Damage formula: 3x (X is level of APB tech)

etc.

Fyron December 14th, 2004 05:37 PM

Re: New weapon ideas for SE:IV and V
 
Quote:

Puke said:
or you could do what normal people do, and make three tech requirements for one component, and require them all to be advanced evenly. for 1x35 with 3 requirements on each...

That destroys the concept of the tech grid...

Quote:

Phoenix-D said:
Or it might eliminate the possibility of grid-tech entirely. Like, say, if the formula can only take one tech as input. Though I suppose you make a new component then that improves the formula, like so:

From what Aaron said in the Last round of chats, components will definitely be able to take more than one tech area as input... It wouldn't make any sense to restrict them to a single tech req.

Ed Kolis December 14th, 2004 06:43 PM

Re: New weapon ideas for SE:IV and V
 
Quote:

Imperator Fyron said:
From what Aaron said in the Last round of chats, components will definitely be able to take more than one tech area as input... It wouldn't make any sense to restrict them to a single tech req.

That wasn't the point... the point that was even with two, three, or more tech reqs, there might only be one Level parameter to play with in the gridding. Which is why I'm hoping for either multiple Level parameters, or the ability to use any field as a parameter (e.g. Tonnage Structure := [Tonnage] + 5 * [Tech Area Level 1]). SE4 has multiple tech reqs per item in some cases, but even so, there are no items with two Roman Numeral entries! http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: fixed quote tag

Fyron December 14th, 2004 08:02 PM

Re: New weapon ideas for SE:IV and V
 
Erm... I think you misunderstood. From what I understand, there will be a parameter for each tech req...

Suicide Junkie December 14th, 2004 08:30 PM

Component limit = 2^15
 
I am quite sure now that the maximum number of components that SE4 can handle is 2^15 = 32768

I have successfully loaded my mod with ~30500 components, while 35500 failed.

Mayday December 15th, 2004 02:02 AM

Re: Component limit = 2^15
 
I wonder whether in SEV it will allow you to differentiate the effects that techs have on a weapon, like, for a three tech weapon, each tech would enhance the weapon in a different way.

Fyron December 15th, 2004 02:30 AM

Re: Component limit = 2^15
 
Quote:

Mayday said:
I wonder whether in SEV it will allow you to differentiate the effects that techs have on a weapon, like, for a three tech weapon, each tech would enhance the weapon in a different way.

This is what we were discussing, and as of the Last thing I have heard on it, it will be doable.

ToxicSlurpee December 15th, 2004 11:02 AM

Re: Component limit = 2^15
 
Quote:

Mayday said:
I wonder whether in SEV it will allow you to differentiate the effects that techs have on a weapon, like, for a three tech weapon, each tech would enhance the weapon in a different way.

Now that's an idea I would absolutely love to see. It would allow for a complex amount of weapon modding without needing to add 10,000 different components.


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