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-   -   Moding... (http://forum.shrapnelgames.com/showthread.php?t=14416)

Shadow99 December 1st, 2000 06:29 PM

Moding...
 
I've done some mods to my game (with still otehrs being worked on) & I was wondering what some of you thought about the changes I've made...

Here is the list:
1) Changed larger fighter sizes- I increased medium fighters to 30 kt & large fighters to 45 kt. This has two efects: 1st it makes fighters more expensive to build (at least for the larger sizes) & 2nd it keeps fighters (of larger sizes) in use for more of the game. The added cost actually ofsets any benefits & makes them seem more like small ships below escorts in size rather than some sort of controlled seeker with guns... Oh & I also extended small weapons to be 5 lvls to research not 3 & all weapons stayed at the same dmg capability as they used to, just have more intermediates now.

2) Added Massive Space Yards (1-3). Maybe it's just me, but I doubt those huge battlecruisers & up we use could even enter a planets atmosphere yet they become the only place to build them effeciently due to planteray build bonuses. My massive space yards are twice (or three times the size) & allow more construction points to better compete with planets. Remember though that does come at the price of size (800 or 1200 kt) & they have added expense compared to smaller space yards...

3) Massive Weapons Platforms. The only platforms I give a range bonus to. These are expensive to build (4x a norm weapon platform) for a small increase in size of the unit, but they can use 'planetary mounts' which have a bonus similair to massive space station mounts... These are supposed to be basically facilities like resuplly depoys, but with customization though I cannot set any sort of attribute to make them 'non-transportable' in the current setup which is what I would like (while keeping them from becoming uncustomizable facilities at least).

4) Modified Resupply Tech. I added more types of reactors (fusion, anti-matter, etc) that coem before quantum reactors are larger & don't give unlimited resources. This makes resupply an issue for much longer into the game...

5) Added new Tech of Specialty Shields. Once you've almost completed research into ship shields you can research special application shields such as cloaking shields (each shield with built-in cloak gen), naturally regenerating shields, ECM Shields (shields that offer a defense bonus), Scanner blocking shields, & shield booster facilities (similair to the crystalline ones, but cost more & I wanted to give a range like long range scanners instead of system wide, but that isn't possible yet).

6) Extended Biology Tech. Biology goes up to lvl 3 now & includes genetics & Cybernetics(new tech areas) at higher levels. Genetics allow some similiar items to the organics tech tree, but at more cost & less gain. Cybernetics requires Robotics (another new tech area) & includes several new items (cybernetic ship links, Computer Overide Weapons, Combat Link Facilities, etc.).

7) Extended Projectile Weapons & Point Defense techs. Projectile weaposn was kind of the joke of the weapon types in it's current incarnation, but I've added such nice things as Railguns (smaller & extend DUC 5's) & Mass Drivers (larger/more powerful/1 shot every 2 turns). I also added a new extension to PD's when you have higher Projectile weapons skill allowing tiny Flak Cannons (5kt, but do less dmg than PD's).

8) Extended Troop Tech. besides the troop tech area itself their is now Robotics (mentioned above) & Gatling Weapons (another Projectile Weapons off-shot). Robotics allows troop & fighter master computers (droid brains) right now with more items planned. Gatling Weapons adds small to hit bonus weapons to the fighters & troops to give extra options.

Give me some feedback on what you think...

Tampa_Gamer December 1st, 2000 09:01 PM

Re: Moding...
 
Sounds great! You should zip-up your modified files and explain in detail what you did in a readme.txt (similar to my mod) and post it in the scenario/mod area of this message board. This way (1) we can all learn from what abilities you have gotten to work (they don't all work the way they are supposed to and only with certain facilities/components) and (2) we can pick and choose what techs/extensions we would like to add into our own games without conflicting with our own changes.

Shadow99 December 2nd, 2000 05:28 PM

Re: Moding...
 
Well I will eventually post it, currently it's still in testing though so until I get done with my current round of customization I won't have other people being forced to deal with my mess ups (already had one weapon type decide it wasn't available on any vehicle types, though I've since fixed that).

I also forgot to mention I added in engineering decks (repair of 1 or 2 pts./turn, act as a aux bridge so limited to 1 component). & I'm abotu to add in 2 new hull types: Corvettes which are fast (max engines 8) & hard to see (def bonus, counters lvl 1 scans), but small & Monitors which are slow defensive ships almost equal in size to battleships, but slower & cheaper (considered to have better reliability). Monitors are supposed to be pure defensive vessels while corvettes are fast scout/attack ships...


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