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New weapon ideas for SE:IV and V
I've been playing around with weapon modding lately. Between modding the components and weapon mounts I've had a more unique game. I do find that half way thru the game I'm generating so much tech research that developing weapons is too easy. I would like to see new weapon types for this game. Here are some of my ideas:
- Plasma tech Plasma Cannons- short range, armor percing, reload rate 2, effective against ships, missiles, fighters,drones - Laser Laser Cannons- medium range, high energy, poor against shields |
Re: New weapon ideas for SE:IV and V
So go ahead and make them http://forum.shrapnelgames.com/images/smilies/happy.gif
I've already made several new weapons, two of which are in game the others have been tested for my mod. If you want help on how to make the weapons I'll help though http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: New weapon ideas for SE:IV and V
Modding is fun, mod some new weapons and such. I know one player once had weapon tech going out to 100 or so.
Basic DUC - I - X New Tech Advanced DUC - I - X New Tech Poloron Beam I - X New Tech Advanced Poloron Beam I - X etc. |
Re: New weapon ideas for SE:IV and V
GritEcon is going to have 35 weapons with 1000 components each (10 levels x 3 tech dimensions) http://forum.shrapnelgames.com/images/smilies/happy.gif
Just grab some modding tools and you can do insane stuff too! http://forum.shrapnelgames.com/images/smilies/happy.gif Notepad works great for most modding, though. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: New weapon ideas for SE:IV and V
Whoa, SJ, how big is that monster mod going to be?!?!? http://forum.shrapnelgames.com/images/smilies/eek.gif http://forum.shrapnelgames.com/images/smilies/shock.gif
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Re: New weapon ideas for SE:IV and V
I don't understand this grid thing and why you have a 1000 components for one weapon... is it something like you have 3 requirements that go up to 10 levels each or what?
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Re: New weapon ideas for SE:IV and V
Yes.
There are three tech areas that provide improved components, each of ten levels. Any combination of those 10x10x10 = 1000 gives you one new improved component over your previous level. With 35 different weapon types, that makes 35000 components, and a file of over 1.3 million lines of text. --- I can't get it to load yet, unfortunately, and debugging a million lines is proving to be quite tough to do. |
Re: New weapon ideas for SE:IV and V
Hmm.
Why not drop it down to two requirements then, and then there will only be 100 entries. I'd hazard to guess you would have lots of near duplicates in terms of cost and strength with the 3 requirements, so there wouldn't be much difference. |
Re: New weapon ideas for SE:IV and V
i am SO looking forward to SEV with its ability to put formulae in components. you would instead only need 1 component for each of your ten, so if three tech levels effected each type of component then you would only need 3x35.
or you could do what normal people do, and make three tech requirements for one component, and require them all to be advanced evenly. for 1x35 with 3 requirements on each... that, and instead of being limited to 10 levels, you could have INFINITE (or max signed-long-interger) levels of each component with ZERO extra lines of text. |
Re: New weapon ideas for SE:IV and V
Or it might eliminate the possibility of grid-tech entirely. Like, say, if the formula can only take one tech as input. Though I suppose you make a new component then that improves the formula, like so:
Physics 1 opens Basic APB Damage formula: 1.5x (X is level of APB tech) Physics 2 opens Advanced APB Damage formula: 3x (X is level of APB tech) etc. |
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