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-   -   Some of my ideas and questions (http://forum.shrapnelgames.com/showthread.php?t=3581)

Lord Kodos July 5th, 2001 04:03 AM

Some of my ideas and questions
 
Ok everybody its all of our worst nightmares, thats right lord kodos is going to babble on endlessly becuase i am on my cruiseright now and im in mexico so i kmay not end this post as my time is very limited. well for my first question i must ask is it possible to do this: i want to add sj's planetoid with my own modifications however i want you to have to destroy a planet in the process is this possible?

And also can you add planet specific events I.E a atmosphereic planet accident or a biogentic plant mjshap ya'know a gient bunny destorying the colony thats sort of thing.

I have decided oto do my7 best with my mod where those have tried and failed i shall do my best to succeed and i am plagerizing a bit... with premission thats is so my mod will have Pirates and nomads a bit of the primitive mod some of ther devnull mod and some of my own bizzare imaginition so that is as of now and my credits readme is growing every day so look forward to the Vectorion Mod as it will be like a dream come trye and if you would like to test it out feel free to email me wkth suggestins and the lot so email me or else!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D July 5th, 2001 05:26 AM

Re: Some of my ideas and questions
 
Well, you CAN'T use a bit of the primitive mod.. it fell flat on it's faced, was never released at all. Nothing TO release.

Unless of course you mean a different one..

You can't destroy a planet in-combat, however you CAN give a weapon planet-destroying abilities. Just copy over the relevent section of the tectonic bomb.

Phoenix-D


Suicide Junkie July 5th, 2001 10:24 PM

Re: Some of my ideas and questions
 
If by "sj's planetoid", you are referring to the BattleMoons in my mod;
You can't really add and remove moons and planets at will, and the BattleMoon is just a big, slow ship. So, no, not really.

I just described it as taking an asteroid and hollowing it out, thus there are thousands of potential sources for the BattleMoons, and you don't have to worry about running out.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>And also can you add planet specific events I.E a atmosphereic planet accident or a biogentic plant mjshap ya'know a gient bunny destorying the colony thats sort of thing. <HR></BLOCKQUOTE>I don't think you could destroy the colony unless you had the planet itself blow up... but you could have the event kill off a trillion people per event, leaving the colony empty and useless untill a transport arrives with more population.

Good luck with your mod, and if you have any questions about how I did things, just ask http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.

Lord Kodos July 6th, 2001 04:42 AM

Re: Some of my ideas and questions
 
Well im still on my cruise tonight at midnight i hit the missipi river ( not literly...I hope ) well anyhow thanks for the answers heres round two.howesabout some Omnipotent species im trying my best to add them but i wont even try to even incorparate it till Version 1.5 as in 1.2 i hope to complete the primitive tech tree and add mercanary ai till then mercs will be humans (unless something comes up ) well anybody ever try to add i dunno maybe something along the lines of space monsters yaknow kinda like mercs just ships except they wont leave and they generate from a hive ship UGHH i gota go its a lot of momey6 per minute well see ya reply as soon a possible.

Lord Kodos

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Puke July 6th, 2001 05:09 AM

Re: Some of my ideas and questions
 
I bet mercs would be hard to code, since even if the AI agrees to fight someone for you, they often dont follow through. maybe it would be possible if you prohibit them from making treaties, then they would be more inclined to fight the people they agree to fight.

space monsters have been done by others as an event. eg, you get an event notice that says "a space monster has appeared out of the stars and swallowed your ship" or "a space monster pees on your colony at tau ceti 5, ten billion die!"

but to my knowledge, no, noone has actually made a 'space monster' race. that might actually be really cool if they were like the pirates, they had no worlds but their ships had construction abilities to spawn other ships. i would love to see the shipset for something like that.

------------------
_________________________
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Taqwus July 6th, 2001 03:47 PM

Re: Some of my ideas and questions
 
Searching for the "Squids in Space" thread should reveal a shipset based on, er, space squid.

Which should probably suffice for a "monster" set.

OTOH, they use the standard tech tree, which doesn't seem particularly appropriate for monsters. What they might need:

- Zero-maintenance hulls
- Brain (bridge, crew replacement, if possible)
- Heart (life support)
- Viscera (Repair, quantum reactor? Or, go the chlorophyll/photosynthesis route, and Solar Supply Generation)
- Reproductive organs (small "shipyard")
- Thick hide for armor
- Propulsion jets of some kind
- Nasty, if short-ranged, tentacles.

And so forth. Oh, and strange politics/anger files).

------------------
-- The thing that goes bump in the night

Lord Kodos July 6th, 2001 10:57 PM

Re: Some of my ideas and questions
 
im in new orleans right now!!. well you read my thoughts exactly and they will spawn from a hive a base that has a built in space yard ( of course a beefed up on ) and genrates Organics witch is all they need and as for the brain i have created soemthing like that ounce cept sinece brain sounds funny i was inclined to call it a Organic Bridge....Well as far as mercs you where right again they dont crete any treaties.Also ive decided to go through with omnipotewnt speceis as liast night i was struck by an idea(A STRONG IDEA SO IT HURT REALLY BAD :&lt; ) their ships are as follows a fighter is a 100 kt Survey ship, A sat is a 200 kt Monolith and a multi purpose cruiser is a World ship and as they produce all resources form a world ship they do not need planegs except for the fact they look nice and heres the other ships a Light cruiser is a Machine entity and there ultimate self contained ship is a 3000 Kt Star Child a being that genereates its own resources and is as powerfull as three planetoids needless to say most omnipotent species will be peacefull however should they become angered well May a more nice God help us.Oh and for space monsters there ships are Light Monster and so on so forth if anyone wants to contribute to my mod please by all means inform me as i still need a lot of suggestions.and while im on mercenarys they will not be alot like pirates a pirate Boards mercs will destroy and i have decided to addCorparations ( See my earlier post) there will be severel types if it worls out One witch will supply technologys one that will sell ships and units and one that will offer nerw travel routes safer trade and protection liek a dune spacing guild.oh and a nother new ship size space colony its a space staion that generates minerals and the same is for the new 5000 kt Orbital ring that is a new source of income and if you add a Space elevator to it it genereate san additional 100 minerels per turn plus the original 500 per trun!!and there is also some ships from the devnull mod and as far as my drop pods go i will eventually make better ones with actual troop like soldiers but till know well have to make do with the way it is...

Sinapus July 6th, 2001 11:28 PM

Re: Some of my ideas and questions
 
I'd like to see a few more artificial constructs be made available at lower levels of Stellar manipulation. Artificial moons/planets, structures you can attach to a planet like a ring around the equator. Things like that.

Maybe move the master computers to lvls 4-6 and make some automation systems that reduce the number of crew quarters/life support for ships could be another idea to use? Maybe add some defense against Allegiance Subverters as well, instead of immunity with master computers.




------------------
--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"

Suicide Junkie July 6th, 2001 11:39 PM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>space colony its a space staion that generates minerals and the same is for the new 5000 kt Orbital ring that is a new source of income and if you add a Space elevator to it it genereate san additional 100 minerels per turn plus the original 500 per trun!!<HR></BLOCKQUOTE>As for that Nomad-style getting resources from ships/bases: you will find it very hard, if not impossible to get a fixed resource output.

Everything depends on what the maintenance reduction a race has, and the components on a resource-gathering ship will throw off the gathering rates (and not in a good way).

If you want to have a "planetary ring" construct, producing 500 minerals only, you'd pretty much have to make a base that has no space for components.

Unless you've come up with a different way to get resources from a construct (in which case, I'd be very interested to know how)


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Maybe move the master computers to lvls 4-6 and make some automation systems that reduce the number of crew quarters/life support for ships could be another idea to use?<HR></BLOCKQUOTE> I tried, but if you have two "life support" abilities on one component, it doesn't help http://www.shrapnelgames.com/ubb/images/icons/icon9.gif. You could make the components smaller, or have a combination lifesupport/crewquarters component.

------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

Lord Kodos July 8th, 2001 02:02 AM

Re: Some of my ideas and questions
 
HEY hey hi everybody today is the Last day of my cruiise:( well anyhow on to the importent stuff as of youre replys i made a long repl7 Last night but i accidently erased it heh heh stupid keyboard!!! rr im pressed for time sop i will try and make this short and sweet ( here we go aGAIN PEEPS) well i had a new idea how about leisure cruisers that increase a systems happiness and you would make them move about youre systems and make peaple happy sure RRRR i gotta go ill edit this post later and finish it Bye

Lord Kodos
Bow before me!!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos July 8th, 2001 02:02 AM

Re: Some of my ideas and questions
 
HEY hey hi everybody today is the Last day of my cruiise:( well anyhow on to the importent stuff as of youre replys i made a long repl7 Last night but i accidently erased it heh heh stupid keyboard!!! rr im pressed for time sop i will try and make this short and sweet ( here we go aGAIN PEEPS) well i had a new idea how about leisure cruisers that increase a systems happiness and you would make them move about youre systems and make peaple happy sure RRRR i gotta go ill edit this post later and finish it Bye

Lord Kodos
Bow before me!!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D July 29th, 2001 04:36 AM

Re: Some of my ideas and questions
 
Kerrr.......... BUMP.

Is this what you were missing?

Phoenix-D

Lord Kodos July 29th, 2001 04:40 AM

Re: Some of my ideas and questions
 
wow thanks howed you do that??

Lord Kodos July 29th, 2001 04:42 AM

Re: Some of my ideas and questions
 
i need to know if you can make auxillery crew quarters for my hal 10000 he dosent need the crew

Phoenix-D July 29th, 2001 06:16 AM

Re: Some of my ideas and questions
 
Easy. Hit search, put in your name in the LOWER search box. Your Posts come up.

Phoenix-D

Puke July 29th, 2001 06:46 AM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lord Kodos:
i need to know if you can make auxillery crew quarters for my hal 10000 he dosent need the crew<HR></BLOCKQUOTE>

sure, they would be the same as regular crew quarters, but with a different name. the aux-bridge is exactly the same as a bridge, but with a different name.

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Lord Kodos July 30th, 2001 09:49 PM

Re: Some of my ideas and questions
 
can a ship repair itself can a missle fire lasers? can i make new treaty types new messege types can i make a component make a ship rquire an extra crew quarters are camara pods possible( read my post camara pods)huh are they huh huh why why why???????!!!!!!!!!lol realy though can i do those things please respond soon im bored stiff...

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos July 30th, 2001 11:30 PM

Re: Some of my ideas and questions
 
OK ANOTHER POSY I MADE DISAPEARED! wle anyway heres what it was can i make new treaties and messege types can a ship repair itself can a component add a extra crew quarters requiremeant can i mod a missle to fire lasers,can i make a camara pod ((see my post of the same name)can i make a sheild projectyer(see my post of the same name) can i make a component break after x many turns of using it so my prototype nova engine is mpre prone to burnout and less cheezy.can i make a missile sit there like in my camara pod post so that when all the camara pod missiles are destoryed the effect wheres off.can i make a missile hit my own ship like in combat a missle that carries supplys and can go from in ship to another can i mod a satilite to have engines?can i mod a space troop a troop used in space like a uh anyone a anime fan here cuz im thinking mobile suit gundam sort of things.i wanna make a life pod be a sat luanched from a ship in combat carry the ships exp is this possible? howabout a transforming from like cruise to atack mode or from dragon to ship mode or ship to robot mode?how about a ship that can seperate like the enterprise d is it? WHEW well thats it fer now please dont delete

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos July 30th, 2001 11:31 PM

Re: Some of my ideas and questions
 
OK ANOTHER POSY I MADE DISAPEARED! wle anyway heres what it was can i make new treaties and messege types can a ship repair itself can a component add a extra crew quarters requiremeant can i mod a missle to fire lasers,can i make a camara pod ((see my post of the same name)can i make a sheild projectyer(see my post of the same name) can i make a component break after x many turns of using it so my prototype nova engine is mpre prone to burnout and less cheezy.can i make a missile sit there like in my camara pod post so that when all the camara pod missiles are destoryed the effect wheres off.can i make a missile hit my own ship like in combat a missle that carries supplys and can go from in ship to another can i mod a satilite to have engines?can i mod a space troop a troop used in space like a uh anyone a anime fan here cuz im thinking mobile suit gundam sort of things.i wanna make a life pod be a sat luanched from a ship in combat carry the ships exp is this possible? howabout a transforming from like cruise to atack mode or from dragon to ship mode or ship to robot mode?how about a ship that can seperate like the enterprise d is it? WHEW well thats it fer now please dont delete

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie July 31st, 2001 12:33 AM

Re: Some of my ideas and questions
 
Kodos, man, have a little patience. If you click Submit, and it dosen't go right away, copy your post to the clipboard, save it on your desktop, and assume it went through!

Three repeat Posts, tsk tsk. Use the edit link, and check delete to get rid of those pointless duplicates.

As to your questions:
-Missiles can not contain any weapons other than the warhead. A missile with a laser gun would be a suicide fighter.

-Doubtful, but you could try making a satellite component that gives a sector-wide combat bonus effect. Then, they might only come into effect when launched, and stop when destroyed.
-Break after x turns? Nope. You could make the component have 1 hitpoint, act as armor, and cost a fortune to compensate.
-A missile with speed zero, just do it. You'd have to fire at a specific ship, and your missile would dissapear when that ship was destroyed, and explode when the ship enters the spare where the missile resides.
-You can't target allied ships AFAIK
-Troops drop onto planets, fighters fly through space. I don't believe they can be mixed, and that would require a new vehicle type.
-EXP is not transferrable... Where would it go?
-Ships only change design when they are retrofitted, you can't change them at any other time.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1&gt;- (Now with extra scenario support!)
-&lt;Download V1.7&gt;- (With default AIs patched)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon)
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos July 31st, 2001 10:07 PM

Re: Some of my ideas and questions
 
whoops il delete those in a few mminutes my comp is laging so id un wanna delete anything accidently thanks fer the answers heres but for my nova engine i want it to be big but isint tonnage and hp the same thing???

Lord Kodos July 31st, 2001 10:09 PM

Re: Some of my ideas and questions
 
Oh one mo thing can a ship repair itself with a repair bayi want to make a comp like a repair crew it would rpair a ship and if ppossible add a extra crew quarter rquiremewant (thats not possible orr is it??))

Suicide Junkie July 31st, 2001 10:11 PM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>i want it to be big but isint tonnage and hp the same thing???<HR></BLOCKQUOTE>For most components, the two values are identical, but not always.

See Armor for example; 10KT space, but 40 HP.

Just make it the opposite, giving a large space, but few hitpoints.

PS: In the data files, Hitpoints = "Tonnage Structure"

EDIT:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Oh one mo thing can a ship repair itself with a repair bayi want to make a comp like a repair crew it would rpair a ship and if ppossible add a extra crew quarter rquiremewant (thats not possible or is it??))<HR></BLOCKQUOTE>Repair components fix anything in the same sector, including the ship with the repair bay.
You can add an extra crew quarter requirement to a hullsize, but it can't be based on whether you have a repair bay or not.
An alternative is to add 10KT to your repair bay, and give it a "Crew Quarters" ability.

For P&N, I've made Machine Shops (20KT, 1 repair at top tech), and I've also got organic lifesupport components (for living ships) that heal 1 per turn.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1&gt;- (Now with extra scenario support!)
-&lt;Download V1.7&gt;- (With default AIs patched)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon)
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

[This message has been edited by suicide_junkie (edited 31 July 2001).]

Lord Kodos August 3rd, 2001 12:20 AM

Re: Some of my ideas and questions
 
ok then how am i gonna put in space mechs/gundams/armored cores/virtual ons??
i realy think its a good idea oh yes and i cant add newe ship types ie base,ship,sat/fighter,troop?

Lord Kodos August 7th, 2001 12:44 AM

Re: Some of my ideas and questions
 
Hey hey is their a way to merge troops ala starcraft i wanna make deeply religous and psychic species able to merge two troops into a arbiter a mighty psionic beast and also how about teleportation is that possible and btw Last night while playing starcraft my mind was wandering (as it usealy does) and i had an epiphiny i visualized the vectoriean homeworld capitol city vectoria peaple among the sreets going across buisness but above the city i saw vast swirls of raw psionic energy moving with the wind witch inspired me to think these new ship class's up

Psionic Entity:a more powerfull and larger troop with specxieal weapons

Psionic warp:a component for psychics witch allow them to openand close mini warppoints(btw is it possible to make a warp close in x truns i want to make a slipstream engine open a slipstream that Lasts 2 turns only)
Psionic Nexus :a massive swarm of raw psionic energy with only one weapon the ability to ram other ships ( it heals itself over time) and as ships pass through it it literaly tears both the ship and the crew apart!!!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 7th, 2001 04:12 AM

Re: Some of my ideas and questions
 
The only way to change a ship's design is to retrofit.

AFAIK, all created Warppoints are stable. MM could probably easily add a new ability for creating unstable ones...

You could design a ship with just engines and armor and repair.
Or you could create a hull size with built-in engines, MC, and repair, then just add armor when you make designs. You wouldn't be able to restrict the thing to armor only, and players could add anything they want.
If it is just you vs AIs, then it would work.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1&gt;- (Now with extra scenario support!)
-&lt;Download V1.7&gt;- (With default AIs patched)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos August 8th, 2001 12:02 AM

Re: Some of my ideas and questions
 
hey im a corparel! well anywho how does this sound some sort of a large humongerirific cannon im thinking maybe making a huge sat that requires a special cargo bay and has no bridge or naything and you pick the type of cannon its big enough only for one and you can luanch it and fire at things oh btw can i make a weapon that can kill a planet in combat? and any ideas on m,aking a better star cannon?and also do range in troop weapons matter?and what does racial exp do!!!?
sj is general the higest thing here and what prilige does it earn ya?

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 8th, 2001 01:48 AM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>hey im a corparel! well anywho how does this sound some sort of a large humongerirific cannon im thinking maybe making a huge sat that requires a special cargo bay and has no bridge or naything and you pick the type of cannon its big enough only for one and you can luanch it and fire at things oh btw can i make a weapon that can kill a planet in combat? and any ideas on m,aking a better star cannon?and also do range in troop weapons matter?and what does racial exp do!!!?
sj is general the higest thing here and what prilige does it earn ya?<HR></BLOCKQUOTE>Wow... when I read that, it sounds like a hyper kid in a candy store http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

As for the giant sat-cannon, check out my siege mount for sats. You probably want something similar.

In combat... destroying a planet...
Well, you can't blow it up into asteroids, but with a MassiveMount (or better, a Core Mount) Radiation Bomb, you can reduce it's conditions to zero. If you use a core-mount Neutron bomb, you could wipe out billions per shot.

I don't know what you mean by a star cannon.

I believe range in troops has some effect, but it is all up in the air right now. A simple test of making two otherwise identical components and attacking planets with the troops would tell you the answer.

Racial experience is supposed to have some very minor effect, but AFAIK, nobody here knows for sure what it is.

I've been at General for a very long time, so I don't know if it goes any higher. As for privileges, the rank means little. The newer members may use it to get a general idea of who the old, wise, mountain-peak dwelling posters are, but always remember; quality over quantity.

Oh, an additional thing about the giant sattelite cannon: if you just make a huge sattelite hull, and a giant cannon, players will likely stick normal weapons and heavy shields on the things. You cannot prevent it. That is why I decided to just use the mount. A vast increase in price and size, just for longer range. These would be good if the enemy is trying to stay away from your sats, since you can now hit them, but they suck at close range since you will have fewer sats and less overall firepower. Putting a mix of Siege nullspace cannons and a large mount of your favorite medium range weapon, would be best. Pop a few ships before they come in range, then hit them withering fire when they approach to kill your siege sats.

I firmly believe that the best way to mod is to NOT enforce any arbitrary limits, and also, to encourage diversity.
EG. In P&N v2, I have researched heavy armor, since I plan on a long defense with a creeping expansion. My dad, has chosen to skip defenses entirely, and has LCs that go 13+ movement per turn! They have almost no firepower, and zero shields or armor, but they hit and run very effectively.
Eg2. All my mods include armor that rivals shields in strength; you must choose between greater hitpoints and an extremely long repair time, or instant recharge after combat and fewer hitpoints.
Thus, shields are best on attack ships, since they must fight multiple battles before getting repairs, and armor is best on Last-ditch defenders. Putting a mix of armor and shields gives your ship the best of both worlds.

Try just making small changes, and playing with your new components... keep fiddling with things and you'll get closer and closer to what you think Space Combat would be like in the future. There's nothing quite like your own custom-fit game.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1&gt;- (Now with extra scenario support!)
-&lt;Download V1.7&gt;- (With default AIs patched)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos August 8th, 2001 02:28 AM

Re: Some of my ideas and questions
 
MMM CANDY ( drools profusly) well thanks (i think) and btw i have some other Posts that need replays check the my new forum post oh and by star cannon i meant the sat thing i want just that a cannon in space sort of likea giant gun sitting in space waiting to fire.

[This message has been edited by Lord Kodos (edited 08 August 2001).]

Suicide Junkie August 8th, 2001 02:00 PM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>MMM CANDY ( drools profusly) well thanks (i think) <HR></BLOCKQUOTE>SE4 is the kind of game that leaves you drooling over the possibilities; we need that kind of enthusiasm & new ideas.

I was thinking you might have been describing something similar to the "mirrors orbiting the sun, angled to send a huge beam of energy into planets" suggestion http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

For just a cannon sitting is space, you'd still need a control system to aim and trigger the thing when the enemies come by. Otherwise, it ends up as a mine.

If you offer the players a large weapon (70 or 90Kt) that only fits on sats, that should get you there. The player could always research a larger sat and put the 90KT gun plus some shield or armor.

Perhaps three levels of star cannon, designed to fit small, medium & large sats with only a computer.
Oh, I just realized, you could put the Master Computer ability into the cannon component, and make them fill up the entire sat! Try that.

------------------
The latest info on Pirates & Nomads (forum thread).
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[This message has been edited by suicide_junkie (edited 08 August 2001).]

Lord Kodos August 8th, 2001 08:50 PM

Re: Some of my ideas and questions
 
hit the nail on the head well my mod runs a wee bit on the trust system it trusts you wont as a player play an omnipotent species and things like that.oh and about youre p&n patch with the planetoids in my mod a planetoid is just that a planet with its core harnessed and parts of it hollowed out so it would have a horrible effect on the planet its created on im thinking ill give it the ability of making a planets condition worsen whenever its there that way you wont build therm as often and when you do their in space,also this is excellent for players who prefer to bloackade planets ( btw any ideas on other weays to make it screw up a planet also i realy wish that when you create it you destroy a planet is this possible?)on another note can i make certain ships be built at different spots i want a planetoid built at massive facility that destorys the planet i want a psionic nexus built at a psionic harnessing plant well thats all for now be back later ciao

Lord Kodos August 8th, 2001 09:04 PM

Re: Some of my ideas and questions
 
Oh and btw what do you think of interceptors or decoy missiles they would be missles that either only target missles or do no damage (to soak up PD fire) and would be fired what do you think that way it will be like a missle PD but better!

Lord Kodos August 9th, 2001 01:38 AM

Re: Some of my ideas and questions
 
ahh now to talk about my monster compnents and btw for those of you who detest bodily humor dont read cuz here it comes

i figure ill make these components so far
Note:in my mod their are several space monster class's:1insectoids:descirbed below
2 Squids
3:birds,dragons
4:Gel ooze thingies


Brain:Birdge
Heart:Crew Quarters
Lungs:Life support
Reproductive orgen:HEE HEE spaceyard(note:queen size ships have these built in)
Infestation ability:boarding party(queens get these by defualt as well)
Anteana:Sensors and scanners together
Wings,propulsion jets:Engines
Burrow abilty:cloaking for troops
(all ships and most components heal over time)
Tentacle,CLaw,Incisor:a weapon that at each level gets shorter and more powerefull
Spines:MIssles
ACidic spit:direct fire attacks
Ventral Sac:cargo bay
Hardened carapce:Armor
Hollowed carapace:a weak armor with more cargo space then a ventral sac
(all insectoid space momnetsers share exp)
SHIPs
Hive:base
Queen:has a built in cargo bay capable of launching a egg)
Drone
Soilder:Sm MED Large
Overlord: has a built in quantem reactor and has a lot of supply storage,built in anteana
Larva:Fighter
Egg:sat or base with enough cargo space to carry a larva it is permenatly cloacked and is destoryed when the Larvas hatch.)
well thats all for now ciao!

OHone more tghing is it possible to steal hit points i want to create a leech like weapon but i need to know if it is possible and also can i "Poisen"or plauge a ship causing it to loose hp each turn or somehting like that??

and if i give my planetoid the lower planet ability wil;ll the planet values improve when it leaves?


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

[This message has been edited by Lord Kodos (edited 09 August 2001).]

Lord Kodos August 9th, 2001 03:42 AM

Re: Some of my ideas and questions
 
HEY HEY i just read the claoking planet thread exxcellent things their witch makes me wonder how many engines per move should me Planetoid need and how much should it be allowed to move one space or three?? pelase reply asap

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 9th, 2001 04:04 AM

Re: Some of my ideas and questions
 
Sheesh! Four Posts in 2 hours, and you're expecting answers in the middle of the night?!? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

- You could give the ship hull a LARGE NEGATIVE "value improvement" ability. This will probably reduce the value of any planet in the sector, but watch out for the value going negative and screwing up the resource extractors (or crashing the game). The effect will only trigger at the end of a year's presence, (and hit in one lump sum), I believe.
-same thing with conditions.

-Interceptor, or PD missiles are a good idea, but you'll have to playtest them carefully; they will not start moving right away, and can take some time to hit the target. If the fighters are fast, the could be shooting at you already.
-Decoy missiles could also seriously affect the play balance of missiles; be careful.
NOTE: weapons will not fire if they do zero damage. Your decoys will have to do one damage at all ranges as a minimum.

-I used:
Bridge = Nerual Core (brain)
Crew Quarters = Neural Tendrils (Nervous system)
Life Support = Homeostasis organs (basically your organic lifesupport as in creatures on earth)

With these descriptions, you can have any combination of bio and mechanical stuff.
EG: Brain, Crew Quarters, Homeostasis organs.
The ships brain has no neural tendrils, so the crew must aim and fire and fly manually. Homeostasis is lifesupport already, it just includes the extra responsibility of lighting the interior for the crew.

I like all of your other items, but Wings and spines.
Organic missiles are already in the game, and you should probably copy them (seeking parasite)
Wings wouldn't work well in space, but you could have an "Explosive Flatulence" rocket-type propulsion system. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

-Stealing hitpoints. No. What you could do, is create a weapon that uses NEGATIVE supplies, and always hits. Then, you gain supplies when you fire it. A "vampire tooth" or something.
You can't make the enemy ship loose supplies or be poisoned, but you could disrupt reload time or something.

-Planet Value changes are permanent.

-Planetary movement. I have absolutely no idea what it'll be like, it is all theory right now.
I really hope that there will be a "Planetary engines per move" setting, so you can make large planets require more engine facilities, and stuff like that.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1b&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
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-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

[This message has been edited by suicide_junkie (edited 09 August 2001).]

Lord Kodos August 9th, 2001 04:48 AM

Re: Some of my ideas and questions
 
first there was battlemoons,then i got jealous and made my Version the plenetoid.now to outdo the others i am proud (but if this dosent work out im not proud and i knew it was a bad idea)to introduce Battlesuns (provisnal name please be mercifull)its a 100,000KT Sun with the built in ability to go supernovea and destroy a system,a low maintenence cost,a quantem reactor, even enough of the stuff you need to build a sphereowrld!and radioactive resource generation
costswell around 10,000 minerals to RESAEARCH!and about 10,000 of everything to build it also just like a plentoid screws up planets and has no weapons (or maybe it will i dont know can i give it built in weapons like i dont know solerflares?)the mere site of this monstrasity would stirke fear into 5 planetoids! what do you think maybe to balence it out give it a racial trait only tech? well thats all ciao

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 9th, 2001 06:41 PM

Re: Some of my ideas and questions
 
You can't make weapons an inherent ability of a hull.
You can only use abilities as in abilities.txt.

Other than that, it should work, and be very imbalancing.
You've got your costs way too low. 10K research takes less than a year for your homeworld alone. 10K minerals is the price for a decent Dreadnaught.
Multiply your costs by at least 100 times, or nobody will ever use anything else.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1b&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
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-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos August 9th, 2001 08:58 PM

Re: Some of my ideas and questions
 
well for one thing its gonna have no weapons( do you think it should?)and how much should it cost and the same for my 9,000kt planetoid(has weapons its a bigger battlemoon??

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 9th, 2001 10:21 PM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>(or maybe it will i dont know can i give itn built in weapons like i dont know solerflares?<HR></BLOCKQUOTE>I was just saying that you can't give the vehicle a built-in weapon.

Players will always be able to add massive mount meson bLasters on the vehicle, as well as shields, armor & engines.

To determine price, do this:
Design a reasonable fighting battlemoon (eg. All shields, armor and normal weapons, with some cloak, sensors, repair bay, and other typical stuff. No shield-skipping or anything, just something simple such as antiproton beams.

Now, design some Dreadnaughts to fight back with. C&C, antiproton beams, shields, and sensors/ECM.
Tweak both designs until they are elite war machines. You don't want any DeathStar-esque design flaws http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Do a strategic combat simulation with ten Dreadnaughts vs the Battlemoon
Add or remove dreadnaughts until the teams are roughly equal. (eg. Battlemoon dies, one dreadnaught survives)

Now, compare the price of the dreadnaughts to that of the BattleMoon, and tweak the hull cost of the BattleMoon until the prices are equal.

As for research, I simply made my battlemoon require max tech in ship construction AND base construction. You may want to add a third requirement of stellar manipulation tech.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.1b&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos August 10th, 2001 12:36 AM

Re: Some of my ideas and questions
 
while both the planetoid and battle sun will have special weapons (ie weapons so big only they can fit them) i resolved the battlesuns problem.i will give it a minus 100 for all weapons normally and the only way a weapon will work is if you give it a sun exclusive mount (heat resitint mount) witch improves their range and makes them a plus 100 evening out http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos August 10th, 2001 02:26 AM

Re: Some of my ideas and questions
 
New treaty types is this possible or how about mere new message types?
also i need some mercanary components idea any one up for it?

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos August 10th, 2001 03:26 PM

Re: Some of my ideas and questions
 
i mean a 100 minus to hit percantege

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 10th, 2001 06:18 PM

Re: Some of my ideas and questions
 
That's exactly what I mean. Test it well.

There was a thread a while back about to-hit penalties on weapon mounts causing negative to-hits, and crashing the game.

If you're using the To-Hit-Decrease ability, then it should be OK that way.

The other problem that WILL occur, is with the mount as well as with the WMG-style accuracy bonus (of 30%).
If your weapon has a +15% accuracy bonus, and your enemy has a +250% ECM device, you would expect your accuracy to be the minimum, 1%. But it is not! The actual accuracy is 16%.
Similarily, if you have a mount penalty of 30%, and a +250% combat sensor, your weapon accuracy is only 70%.

I will check into the details of this further when I get home.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.2&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
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-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Suicide Junkie August 11th, 2001 01:46 AM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>i will give it a minus 100 for all weapons normally and the only way a weapon will work is if you give it a sun exclusive mount (heat resitint mount) witch improves their range and makes them a plus 100 evening out<HR></BLOCKQUOTE>Ooh, problem there. If somebody puts a weapon on, and its accuracy calculates out to a negative number, SE4 crashes.
Also, religious races will still get 100%.

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.2&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos August 11th, 2001 10:24 PM

Re: Some of my ideas and questions
 
can a ship retrofit itself,and can i create a component that lets you retrofit but not build and repair,that way i can create a Cocoon or someting along those lines...and as for sheilds how can i give these to space monsters?Web covering? well thats all for now later

Lord KOdos

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 12th, 2001 04:52 AM

Re: Some of my ideas and questions
 
Retrofits require the space yard ability.
You can make a space yard component that builds at a rate of zero, and repairs at a rate of zero. That will work for sure.

Monster shields... how about a high-energy slime barrier?

------------------
The latest info on Pirates & Nomads (forum thread).
-&lt;Download V2.2b&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7&gt;-
-&lt;Download SJs latest AI Patcher&gt;-
Visit My Homepage

Other Links:
-&lt;Play By Web&gt;-
-&lt;Schlock Mercenary&gt;- (great space-based webcartoon) -&lt;First Strip&gt;-
-&lt;8-bit Theater&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos August 12th, 2001 05:48 AM

Re: Some of my ideas and questions
 
thanks too basdtho that a ship can only change to a ship of its own size i would like to see a larva climb the ranks to queenhood
and can a ship retrofitt istself and can a weapon slow a ship down without actually destorying an engine??!well since thats out of th equestion heres some more monster ideas oh its not monster related but what do you think of psionic feilds a new sheild for psychic species?

Jaws:a stronger Version of incisors
Claws:i mentioned these before but i decided these and tenacles can also pull in and repulse ships becuase you grab them or you throw them away
waste Excreation:heh heh feces these are missels luanched during combat that dont move but if you hit one they explode heh heh eww
Layered Carapace:Ablative armor
Explosive slime vat:kamikaze warhead
Adrenalene gland:soler sail and increases attack
but uses a lot of supplys
SPines:a weapon nothing special
Defensive Parasites:a excellent pd cannon but uses a lot of supplys
Defensive SPines:an average pd cannon
Slime coat:sheilds
Parasite:missiles
Infested techs(sometimes when you board a ship and anaylize it you can create new techs from them and these are some ships but you also can get comps

Infested tech ships

Infested cruiser
infested destroyer
etc etc

Lord Kodos August 15th, 2001 03:00 AM

Re: Some of my ideas and questions
 
hi can a ship retro ship itself though?and can a weapon slow a sheip down without destroying its engines?ican create Sticky goo ( web is better but web is a tractor beam right now)well thats all later

(wow 2 days and no reply whats happened?)LOL

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie August 15th, 2001 03:14 AM

Re: Some of my ideas and questions
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>hi can a ship retro ship itself though?and can a weapon slow a ship down without destroying its engines?ican create Sticky goo ( web is better but web is a tractor beam right now)well thats all later<HR></BLOCKQUOTE>Ships/bases can retro themselves, but watch out, and don't try to upgrade your repair components all at the same time! You'll end up having all your parts damaged, and be unable to repair(install) the repair components http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

As for slowing ships down, you either have to blow away engines, or deplete thier supplies (by letting them shoot at you, is the way it usually happens).
Most strategies will have ships run straight towards you, so you could use a repulsor beam (push force = 1) to slow their advance by 1 square per turn.

Lord Kodos August 15th, 2001 04:49 AM

Re: Some of my ideas and questions
 
Thanks thats nt what i had in mind for the goop though oh well http://www.shrapnelgames.com/ubb/images/icons/icon7.gif i have a new idea Infantry!!
thats right we all wanted troops that where troops not tanks or mechs now im not getting rid of troops but i am adding infantry a small 10K soilder availible from start
of course i trust you wont be cheap and use their components on a troop (i said my mod runson trust a bit..) well heres some components

Cockpit:Comlink
Lifesupport:life tank
Armor/crew quart:CombatSuit100,200,300,400,500,600,700,800
(it is a crew quart because on one of the desings it is required so this is the only way to make you have to use them and each one has diff stats
BLaster
Flamethrower
Shotgun
Sniper rifle
Grenades
medpack:repair bay
Stimpack:increases attack but uses a lot of suplies
Psionic blades
Beam saber
Beam Scythe


Sizes
Infantry
Commando
Assasin:same saize as infantry but Has cloak
Religous Zealot:same size as commando but a attack power is increased
Cyborg:commando with increased range and accuarcy
Genetic COmmando:a more powerful,better range,more accurate commando
Psionic Entity

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..


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