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-   -   Tech mod? (http://forum.shrapnelgames.com/showthread.php?t=21998)

Suicide Junkie December 12th, 2004 09:49 PM

Tech mod?
 
Has anybody thought of doing some sort of all-tech mod?

Replace magic levels with science knowledge...
Gems become resources, like uranium, steel, food & water, etc.

Field armies of tanks and jets and infantry...

"Pvt Smith (radio operator) summons Artillery Bombardment"
"Cpt John (B-1) casts A-bomb" http://forum.shrapnelgames.com/images/smilies/laugh.gif

deccan December 13th, 2004 12:10 AM

Re: Tech mod?
 
Heh, SJ posting in the Dom2 forum?

That kind of mod is not possible under the current modding tools available.

And given how flying works in Dom2, the behavior of jets in battle would be damn odd.

Skolem December 13th, 2004 06:01 AM

Re: Tech mod?
 
Paratroopers should be flying, jets and bomber, could be spells like domes(anti air defense) and fire from afar! such a mod could be amusing but it would be a lot of work to...

rylen December 13th, 2004 10:54 PM

Re: Tech mod?
 
I've daydreamed about a *massive* SF mod. Commanders become carriers and cruisers. Troops become fighters and destroyers. Scale is logarithmic. (So armored humans are size 1, fighters size 2 ... the death star size 8). Terrain is remapped -- systems (land) and deep space (sea). Systems provide resources, supplies, and easy recruitment. Most troops and many commanders cannot leave systems w/o special equipment (drives) or accompanied by folks who can. Most deep space capable commanders provide supplies to feed the folks travelling with them.

Magic changes. Fire is plasma technology. Nature, hydroponics. Blood is replaced w/ WH40K style psycher hunts. (I'm not sure how that'll play out in deep space.) Magic summons become fighter / escort launches.

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I've glanced through some Ulm mods that reach early industrial / steampunk.

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Rylen


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