![]() |
Coreworlds and Outposts Mod
1 Attachment(s)
From the Readme: Coreworlds and Outposts v0.1 Your homeworld is a shining beacon of your race's cultural and technological advancement. Too bad that within the next century it will be barren of all resources. Now your race must learn to reach out to the stars in order to survive. ================================================== ================================== Concepts used in this mod Homeworlds are special and can not be duplicated. QNP using scale mounts for engines. Scale mounts for weapons. Slower expansion than in the stock game. Spaceports and Resupply Depots are expensive and take a long time to build. Mines are build on drone hulls. Satellites are built on fighter hulls. There are no fighters in this model of the universe. Space combat is slow, weapons take time to recharge. Quantum Reactor ability removed making suplies more important. Cultures have been changed; each culture gives your race 1000 free rps. (this still needs work) Many more smaller changes that I can not bring to mind. ================================================== =================================== There is no AI support yet and probably will not be much in the future, I do not believe that the AI can handle the mount system very well so it would never be much of an opponent anyway. This is in dire need of playtesting. I believe that there are still some balance issues. I made this mainly for human vs human play so you will get AI errors when you load it. Any comments, crits, and/or questions are welcomed! http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: Coreworlds and Outposts Mod
Sounds interesting... I might join a PBW game if you start one http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: Coreworlds and Outposts Mod
One of your first posts is a mod?...
...Yep, you'll fit right in. http://forum.shrapnelgames.com/images/smilies/laugh.gif Welcome to the forum. Cheese? |
Re: Coreworlds and Outposts Mod
Quote:
Quote:
This mod started out as an idea I had to address the issue of smaller ships not being useful later in the game. As it evolved I began to add other ideas that I liked. When I decided that it was ready for other players to look at I went ahead and released it. I just never expected that to be a frightening experience, "Will they like it? Will they hate it?" Fright is probably too strong a word but it is an odd feeling putting something of yourself out there for the world to see. http://forum.shrapnelgames.com/images/smilies/shock.gif |
Re: Coreworlds and Outposts Mod
I gotta warn you, from the mod description you'll be competing with the proportions mod...
http://www.spaceempires.net/home/viewlink-40.html |
Re: Coreworlds and Outposts Mod
I prefer to think that the different mods do not "compete" with each other. Proportions is a well-polished and great mod and I would hope that because I chose a similar (but not same) idea for part of my mod no one thinks I am knocking it, that is not my intent at all.
I think you could take 10 modders and give them all the same task or problem and you would get 10 different approaches toward resolving that task or problem. Different is not better or worse (generally speaking), just different. http://forum.shrapnelgames.com/images/smilies/happy.gif And if nothing else, maybe someone will look at my mod and it will give them an idea for one of their own! http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Coreworlds and Outposts Mod
Sounds interesting. Not sure what the significance of mines being on drone hulls (other than no auto-kaboom, and no minesweep component) and sats on fighter hulls is, but then, I'm not a modder. But I tend to like mods where colonies take hundreds or thousands of turns and an insane amount of resources to turn them into a homeworld-type world, so sounds good http://forum.shrapnelgames.com/images/smilies/happy.gif
And you're a Bleach fan http://forum.shrapnelgames.com/images/smilies/happy.gif I started watching it over spring break, caught up all the way to 71 in four days... it can be addictive. |
Re: Coreworlds and Outposts Mod
Drone mines are a great idea.
Even better than just removing minesweepers http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Coreworlds and Outposts Mod
Quote:
|
Re: Coreworlds and Outposts Mod
so how does a drone mine work? no strategic movement, combat movement only, no drone supply use, ramming warhead?
Reminds me a little bit of the mines in Pax Imperia II. This way, you really would use Point Defense as a mine sweeper. Devnull Mod has done that for a long time, but only by using regular mines and giving PD the "mine sweep" ability. This sounds really cool. I assume its the same idea for sats? fighters with combat movement, but no strategic movement? How about the homeworlds that are not duplicateable, but dry up in a hundred years? Special Homeworld facilities that produce huge resources, but also reduce planetary value, so they will dry up? You know that planetary value reduction stacks, so if you fill the planet with these facilities, it will be losing like 10 or 20% of its resource value every year? you could work around that by puting the value reduction on the spaceport, or something - and disallowing "natural merchants" but then someone could halt the homeworld value reduction by scrapping their spaceport and building a new one on another planet in the system. |
Re: Coreworlds and Outposts Mod
10-20% per year isn't that bad.
it would still take 100-200 turns before your homeworld dies, which is more than enough time to establish a huge empire. |
Re: Coreworlds and Outposts Mod
Wow, where to start?
I went with drone mines because I just plain do not care for the way the stock game handles mines. http://forum.shrapnelgames.com/images/smilies/happy.gif You have it right, no strategic movement, combat movement only, and no drone supply usage per turn. When first researched mines are just warheads with thrusters but as you research higher levels you are able to put weapons and other combat equipment on them. I like the strategic options this gives a player. Sats are done the same way but on fighter hulls so they still stack, although I am thinking of changing this. What I did for the homeworld facilities is create three different "city" facilities. The first one produces and builds with minerals, the second one produces and builds with organics, and the third one produces and builds with radioactives. Add to those resupply, spaceport, research, storage, and maintenace reduction abilities and the game fills a homeworld with these cities in almost the same ratio as it would with stock facities (it gives an extra rad facity for some reason.) I put the three value reduction abilities on the organic facility, 2% for each of the trhee resources. This way if a player decides to scrap the organic facility in order to get rid of the value reduction he can not build anything that requires organics. Every hull in the game has been changed to require some organics. http://forum.shrapnelgames.com/images/smilies/evil.gif Here is the entries from Facility.txt: <font class="small">Code:</font><hr /><pre>Name := HW Infrastructure (m) Description := . Facility Group := Infrastructure Facility Family := 55 Roman Numeral := 0 Restrictions := None Pic Num := 178 Cost Minerals := 5000000 Cost Organics := 1000000 Cost Radioactives := 2500000 Number of Tech Req := 1 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Number of Abilities := 10 Ability 1 Type := Spaceport Ability 1 Descr := Acts as a spaceport for this system. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Reduced Maintenance Cost - System Ability 2 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%. Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Ability 3 Type := Point Generation - Intelligence Ability 3 Descr := 100 Intelligence points are produced by heavy trade activity. Ability 3 Val 1 := 100 Ability 3 Val 2 := 0 Ability 4 Type := Resource Generation - Minerals Ability 4 Descr := Generates 500 minerals each turn. Ability 4 Val 1 := 500 Ability 4 Val 2 := 0 Ability 5 Type := Point Generation - Research Ability 5 Descr := Generates 400 Research points each turn. Ability 5 Val 1 := 400 Ability 5 Val 2 := 0 Ability 6 Type := Space Yard Ability 6 Descr := Can construct with 200 minerals each turn. Ability 6 Val 1 := 1 Ability 6 Val 2 := 150 Ability 7 Type := Supply Generation Ability 7 Descr := Functions as a resupply depot. Ability 7 Val 1 := 0 Ability 7 Val 2 := 0 Ability 8 Type := Resource Storage - Mineral Ability 8 Descr := Can store 2000 minerals for an empire. Ability 8 Val 1 := 2000 Ability 8 Val 2 := 0 Ability 9 Type := Resource Storage - Organics Ability 9 Descr := Can store 2000 organics for an empire. Ability 9 Val 1 := 2000 Ability 9 Val 2 := 0 Ability 10 Type := Resource Storage - Radioactives Ability 10 Descr := Can store 2000 radioactives for an empire. Ability 10 Val 1 := 2000 Ability 10 Val 2 := 0 Name := HW Infrastructure (o) Description := . Facility Group := Infrastructure Facility Family := 56 Roman Numeral := 0 Restrictions := None Pic Num := 178 Cost Minerals := 5000000 Cost Organics := 1000000 Cost Radioactives := 2500000 Number of Tech Req := 1 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Number of Abilities := 7 Ability 1 Type := Reduced Maintenance Cost - System Ability 1 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%. Ability 1 Val 1 := -10 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Organics Ability 2 Descr := Generates 1500 organics each turn. Ability 2 Val 1 := 1500 Ability 2 Val 2 := 0 Ability 3 Type := Space Yard Ability 3 Descr := Can construct with 1500 organicss each turn. Ability 3 Val 1 := 2 Ability 3 Val 2 := 1500 Ability 4 Type := Planet - Change Minerals Value Ability 4 Descr := Mineral value of the planet drops by 2% each year. Ability 4 Val 1 := -2 Ability 4 Val 2 := 0 Ability 5 Type := Planet - Change Organics Value Ability 5 Descr := Organic value of the planet drops by 2% each year. Ability 5 Val 1 := -2 Ability 5 Val 2 := 0 Ability 6 Type := Planet - Change Radioactives Value Ability 6 Descr := Radioactive value of the planet drops by 2% each year. Ability 6 Val 1 := -2 Ability 6 Val 2 := 0 Ability 7 Type := Component Repair Ability 7 Descr := Can repair 1 component each turn. Ability 7 Val 1 := 1 Ability 7 Val 2 := 0 Name := HW Infrastructure (r) Description := . Facility Group := Infrastructure Facility Family := 56 Roman Numeral := 0 Restrictions := None Pic Num := 178 Cost Minerals := 5000000 Cost Organics := 1000000 Cost Radioactives := 2500000 Number of Tech Req := 1 Tech Area Req 1 := Cargo Tech Level Req 1 := 1 Number of Abilities := 4 Ability 1 Type := Reduced Maintenance Cost - System Ability 1 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%. Ability 1 Val 1 := -10 Ability 1 Val 2 := 0 Ability 2 Type := Resource Generation - Radioactives Ability 2 Descr := Generates 1500 radioactives each turn. Ability 2 Val 1 := 1500 Ability 2 Val 2 := 0 Ability 3 Type := Space Yard Ability 3 Descr := Can construct with 1750 radioactives each turn. Ability 3 Val 1 := 3 Ability 3 Val 2 := 1750 Ability 4 Type := Component Repair Ability 4 Descr := Can repair 1 component each turn. Ability 4 Val 1 := 1 Ability 4 Val 2 := 0 </pre><hr /> |
All times are GMT -4. The time now is 09:03 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.