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Any good weapon/tech mods?
Any one make any good weapon/tech mods. I've been play testing my updates to the current standard weapons that come with the default install. I made adjustments to missiles, torpedoes, and other weapons. I also modded the ship sizes slightly.
This has made my gaming experience alot more fun. Now I'm looks to add some more weapons. Any ideas? Maybe have more required weapon types to get new tech. |
Re: Any good weapon/tech mods?
I've been planning on making one for Adamant Mod, but that hasn't happened yet. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Any good weapon/tech mods?
P&N does a lot of tweaking to the weapons, amongst other things...
Was there something in particular you had in mind? |
Re: Any good weapon/tech mods?
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ps: I have not forgot about you, Fryon http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 13, 2003, 21:45: Message edited by: JLS ] |
Re: Any good weapon/tech mods?
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">EVER http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Any good weapon/tech mods?
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[ June 13, 2003, 21:50: Message edited by: JLS ] |
Re: Any good weapon/tech mods?
Adamant may well be the only non-sci fi canon total conVersion mod (esp. as I plan on canning nearly all of the SE4 stock weapons). http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Any good weapon/tech mods?
In any good weapon/size mod, in my opinion, the follow should be employed:
Differentiate Cruiser, BC, BB, and DN hulls with escalating tohit modifiers. Tone down the weapon-mount efficiency to make smaller ships more feasible. Find a way to limit the power of the talisman: more costly, treat as 10KT armor to destroy/defile it first, etc. Make the Phased Energy Weapons weaker. 2 Dam per KT ratio makes this weapon very effective quite early in the game. I increased its supply usuage by 10 fold in my Mod, otherwise, I kept it the same. Make the weapon research base numbers larger. 5K for most of them is ridiculously low. Who would ever deploy Null Space 1 when NS 3 is so easy to reach two turns later? Make torpedoes cost effective. Some authors give them a tohit bonus. I would suggest the following weapon efficiency: Low tech/Low cost weapons should do 1 damage per 2 KT of space occuppied. The best weapon Ratings should be 2 damage per 1 KT of space for a nice balance. Consider rating weapons within that range using Damage/Space/ROF to figure out rough efficiency. I would suggest treating ROF = 2 as ROF=1.8 for effiency so that they do not become to favored over ROF=1 weapons. You should lose a little efficiency taking all the damage upfront on the first round within range. Make Crystalline weapons attractive. Suggestion: Better damage ratios or lower research base. You have to tone down Small DUCs! 5:1 damage to space ratio for Sm DUC III is absurd. Extremely low tech/cost/space weapon with a very high damage ratio and it fires every damn turn. For good fighter weapons, make them research Sm APB, Sm Mesons, or Small racial tech weapons. Sm DUC III should be just a temporary deployment until they get something better. |
Re: Any good weapon/tech mods?
Adamant may well be the only non-sci fi canon total conVersion mod (esp. as I plan on canning nearly all of the SE4 stock weapons)."
There's also Puke's grit-tech..I don't think any of the standard components survived that one. Except maybe the bridge and such. |
Re: Any good weapon/tech mods?
I agree with all your suggestions, LGM. I would add that Graviton Hellbores should be better (Props follows [Fyron's?] idea, used in several mods, of giving it all-shield-skipping ability). PD should also be toned down against fighters and seekers, IMO. Proportions does all of what you suggest and more.
PvK |
Re: Any good weapon/tech mods?
P-D:
Yeah, there is also the Fantasy Mod by Spoon. None of these mods are finished yet though. http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
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Re: Any good weapon/tech mods?
Ah that's right - I think it was Baron Munchausen who gave me the idea for Shield-skipping Grav Hellbores (he said it was in his personal mod), and since then I've seen it in some others.
Yeah, armor-skipping would seem to make sense from a speculative science perspective too, or shield-and-armor-skipping (although that wouldn't be unique, since there are other weapons that do that). I like having them all-shield-skipping from a balance/choice perspective, since no unmodded weapon does that, and I was trying to keep things consistent with the base game, or in this case, other mods, and I think some other mods do the same thing, which is why I mentioned it here. Ideally I'd add or mod a bunch of weapons to use all the new damage types (1/4 damage to shields, etc.) - what mods have used those yet? PvK |
Re: Any good weapon/tech mods?
Adamant is going to use them all in abundance. In it so far, the Projectile Weapons use 1/2 and 1/4 damage to shields, as high velocity projectiles rip through armor (all energy is focused in a small area, and so it can pierce armor better than energy weapons can), but are not as effective against shields. Energy weapons will have x2 and x4 to shields, as the energy gets dispersed against the hull and such. That is just the basic plan, having decided on the particulars yet. http://forum.shrapnelgames.com/images/icons/icon12.gif I am trying to keep things inconsistent with the base game as much as possible. http://forum.shrapnelgames.com/images/icons/icon10.gif
P&N has used several of them. APBs do 1/2 to shields (or is it 1/4?) and have increased damage, for example. I think SJ made Acid Globules do x1/4 to shields, as acid can eat away matter, but is not as effective against shielding. If he didn't, then I suggested it to him and he never got around to it (I know it is in Adamant http://forum.shrapnelgames.com/images/icons/icon12.gif ). It has been such a long time... [ June 16, 2003, 22:34: Message edited by: Imperator Fyron ] |
Re: Any good weapon/tech mods?
Fyron, why are you posting here while you can work on the Adamant mod to incorporate these ideas? http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Any good weapon/tech mods?
Yeah, at least for the latest humans-only Version of P&N, antimatter and acid do horrific damage to physical materials, with the 1/4 damage to shields ability.
It also distinguishes between offensive and defensive weapons with the supply usage... Torpedo tubes and missile launchers, for example cost almost nothing to build, but they suck supplies like its the end of the world. Lasers and other energy weapons use up basicall no supplies, but cost heavy radioactives for power. Thus, you can keep a huge pile of missile boats defending your territory (being very close to supply stashes, which they'll need basically after every battle), while in order to attack effectively, you'll need to spend big bucks to maintain all those energy weapons so you can fight more than one battle before you go home http://forum.shrapnelgames.com/images/icons/icon7.gif |
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