![]() |
Share your opinions
Hello all. I'm working on a new mod, and would like to hear your opinions and suggestion on what has been done so far. Since there's still a lot of "cleaning" to do, an upload might take a while.
Here's the description: Space Empires IV STARFLEETS MOD Version 0.? by Admiral Wunderbar --------------------------------------------------------------------- - BACKGROUND: In a Starfleet, several different kinds of ships have specific tasks to be accomplished. This is exactly what this mod tries to emulate. Bigger ships doesn't make smaller ones obsolete, but rather complement their habilities and work in harmony for a greater effect. Another twist is given to racial technologies. Population size now affects greatly your empire, and growth is diminished, but the organic race laughs of it. Devastating cannons are hard to come by, yet the crystalline race sees it as a natural thing. And so on. --------------------------------------------------------------------- --------------------------------------------------------------------- - CONCEPTS & MECHANICS: The Ship Construction tech-tree and Vehicle Sizes have been greatly altered: you will discover the small Interceptor at Ship Construction level 5, and the Spy Shuttle at level 6. Always pay attention to wich "mounts" are available for each ship, it's where the key to victory lies. Another great change is the approach to weapons. Several tech-trees have been tweaked or removed, specially seekers, to give way to huge planet-devastating cannons. Intel projects have been made somewhat more vicious, labs have been taken to space, and space travel bows to Time. -------------------------------------------------------------------- --------------------------------------------------------------------- - DETAILS: SETTINGS: Population Mass raised to 50 ktons Militia strength diminished VEHICLETYPES: L1- Lancer, your basic unworthy ship L2- Scout, "mount" design (or not) makes it a long range exploration ship. Obs: either way you'll have almost the same range, with Scout Mount engines or with normal engines and a supply storage, but using Scout Mount frees space for weapons or defensive components. L3- Destroyer, more powerful cannons with mount L4- Cruiser, Good ol' jack-of-all-trades L5- Interceptor, the tech mounts are essencial here. A small number of these tiny ships can take out the mightiest Dreadnought... you have been warned! L6- Spy Shuttle. Have you ever overlooked the biology tech-tree? Or the Planetary Weapons? Do it no more, these insidious little worms can wreak havoc in any empire. L7- Battleship. One of these can change the tides of a battle without having any weapons or shields... check out the Battle Command Center component available to this ship! L8- Dreadnought. Time to hit those heavly guarded Space Stations from afar. The Spinal Mount will turn this ship into a flying BFG. L9- Baseship. Fleets are taken to a next level with this one. The War Command Center will make your enemies tremble wherever you go. (req Scanners 1) ASSORTED CHANGES: - QNP. Quasi Newtonian Movement applied. - Anti-Matter Stream Weapons. Requires Physics 4. The Mean Gun, long range and enormous damage. - Supply Storage. Increased in size and capacity. - Quantum Reactor. It's no more, there's a new engine with no supply consumption, yet you still have to worry about supplies for your weapons or other components. Req Propulsion 10 and Resupply 5. - Engines. Now store less supplies. - Weapons techs. Redundant (and not so redundant) technologies have been removed. - Intel Projects. Some have had costs lowered, and/or effects increased. Covert Wars are not a pretty matter. - Capital Ship Missile. No longer the god of weapons, had its reaload increased and seeker speed diminished. It's still a good weapon. - Fighters. It's now a bit more expensive to build swarms of it. - Empire Storage. Raised to 500k, better for finite resources gameplay. - Research Labs. Have taken to space and from there to new boundaries. - Mines. Damage diminished to half. - Quadrants. Spiral Arm and Ancient have been tweaked for an exploration game. - Advanced Traits. Costs have been balanced out. RACIAL CHANGES: - Psychic Technology. Got vacation facility from temporal technology. More: improved training and new Psy-Ops intelligence facilities. Weapons: Flaier and Subverter have been improved, Telekinetic Projector removed. Lost scanners and receptors. - Religious Technology. No changes, never played with it. - Temporal Technology. New ship-movement bonus, the Time Sail takes the solar sail to higher grounds. Lost all weapons, and got better combat sensors. - Organic Technology. Research costs lowered, Replicant facility improved and extended. Lost all weapons. - Crystalline Technology. Armors are smaller, lost Lens, Crystal Cannons greatly improved, other weapons discarded. http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Share your opinions
Plenty of good stuff here. I always liked the idea of greatly improving racial techs -- for multiplayer use only not vs AI. I also like the temporal sail, I always thought it should have some sort of "time warp" engine or something like that.
|
Re: Share your opinions
I have a single question: how do you plan to put the research labs into space? You cannot put the "Research generation" ability on components, it won't work as far as I know. (It had been already tried, to no avail)
If it could be done, my Nomads would be already rejoicing and preparing their conquest of the galaxy. Being able to fully live into deep space... But I digress. [ November 09, 2003, 16:13: Message edited by: Alneyan ] |
Re: Share your opinions
http://forum.shrapnelgames.com/images/icons/shock.gif Heh, you got me worried cause I hadn't tested this comp... but seems to be working fine. If it helps, here it is:
Name := Small Space Lab Description := High-Tech researching module which develops new technology for a society. Pic Num := 62 Tonnage Space Taken := 50 Tonnage Structure := 10 Cost Minerals := 5000 Cost Organics := 5000 Cost Radioactives := 8000 Vehicle Type := Ship\Base Supply Amount Used := 5 Restrictions := None General Group := Miscellaneous Family := 6003 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Applied Research Tech Level Req 1 := 2 Number of Abilities := 1 Ability 1 Type := Point Generation - Research Ability 1 Descr := Generates 500 research points each turn. Ability 1 Val 1 := 500 Ability 1 Val 2 := 0 Weapon Type := None Good luck in deep space! PS: Hmm, doesn't seem to be using the Supply Amount indicated... [ November 09, 2003, 16:38: Message edited by: Admiral Wunderbar ] |
Re: Share your opinions
I did try a similar component. Didn't work, either resource generation or research generation. I believe the game doesn't allow for resource production in deep space, you do need a planet or asteroid of some sort, even in the case of remote-mining. I am afraid other failed to make such a component work as well.
|
Re: Share your opinions
my mistake...
[ November 09, 2003, 17:14: Message edited by: Admiral Wunderbar ] |
Re: Share your opinions
Have fun modding! Here are a few quick responses:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Share your opinions
edit: there is no post
[ November 09, 2003, 17:51: Message edited by: spoon ] |
Re: Share your opinions
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Range is superior, and since there is no Wave M Gun, this is an enhanced replacement. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That's the point. There is just no other better weapon until PD. I base myself in films and novels, where missiles are only used in close range against unprotected targets. Without CSM, we have more options with DUC, Energy Stream Weapons, Phased cannons, etc. Also, Torpedo weapons are now a decent option until later stages. In any case I'll look into it, maybe faster and shorter in range makes it better overall. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmm, I have beaten some games with a swarm of it, and thought it was too cheap a tactic. :shrug: Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Good idea! Quote:
Quote:
Thanks! |
Re: Share your opinions
Quote:
I'd give Organic Manipulation its weapons back... they are not really more powerful than normal weapons, and take a huge amount of research to get. http://forum.shrapnelgames.com/images/icons/icon12.gif |
All times are GMT -4. The time now is 11:54 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.