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-   -   Is this possible in a mod? (http://forum.shrapnelgames.com/showthread.php?t=28468)

Wenin April 15th, 2006 02:20 AM

Is this possible in a mod?
 
Can you create two different types of Warp Points?
Example: Type 1 have a select set of pics and can only be used for making connections to systems that are less than 50 LY. Type 2 have a different different set of pics and can only be used for making connections to systems that are more than 100 LY.

This mod would have no Warp Point making capabilities, all of the Warp Points are created at the start of the game. Type 1 are all placed in the center of the system. Type 2 are all placed on the outer boundary of the system.


Can Events have more than one affect tied to them?


Can Happiness modifiers stack?

Can Condition modifiers stack?

Fyron April 15th, 2006 03:32 AM

Re: Is this possible in a mod?
 
"Can you create two different types of Warp Points?"

Sadly, all warp points will randomly use any pictures available to them. You could make one and only one picture for Normal warp points, then one and only for Unusual warp points. Unfortunately, there is no way to guarantee that you can have the pictures matched to location in system or distance of the connection. You can only do this manually in the map editor.

Alternatively, you could create one of the types of warp points in a game and save the map. This still requires lots of manual map setup though.

"Can Events have more than one affect tied to them?"

No. They are one effect per event.

"Can Happiness modifiers stack?"

Which happiness modifiers?

System happiness facility ability is only best per system used.

Planetary happiness facility ability stacks with system one. Further, multiple planetary facilities on the same planet stack with each other.

Both of these stack with events that affect happiness according to Happiness.txt.

"Can Condition modifiers stack?"

The planetary Conditions Improvement Plant ability (as well as Value IP) stack. You can build 10 of them on the same planet for 10x the effect. The system wide abilities do not stack, however. Only the best in the system will be used.

Wenin April 15th, 2006 03:37 AM

Re: Is this possible in a mod?
 
During game creation you have the option of creating warp points randomly in the system or along the edge. Is it possible to have all the points in the center during the auto generation?

Fyron April 15th, 2006 03:42 AM

Re: Is this possible in a mod?
 
Sadly, no. Its either on the edge or almost random (almost because the diameter they are placed on typically correlates to the direction of the destination system).

Wenin April 15th, 2006 01:25 PM

Re: Is this possible in a mod?
 
Is it possible to design a component that once it is used the vehicle is destroyed?

Fyron April 15th, 2006 01:30 PM

Re: Is this possible in a mod?
 
No.

capnq April 15th, 2006 09:39 PM

Re: Is this possible in a mod?
 
A couple of the stellar manipulation components destroy the ship as a side effect of what they do (star destroyer, black hole creator).

Wenin April 15th, 2006 10:16 PM

Re: Is this possible in a mod?
 
Can you start off a game so that a planet could have a maximum population of 8000, but you onlly start with 100M people?

Suicide Junkie April 15th, 2006 11:29 PM

Re: Is this possible in a mod?
 
If you were to set the planet capacity to 100, and then give everybody racial traits that expand planet space by 8000%, you'd get that.

Everyone would have to take your super Advanced storage techniques trait, tho.

Wenin April 16th, 2006 12:07 PM

Re: Is this possible in a mod?
 
Quote:


Is it possible to design a component that once it is used the vehicle is destroyed?



My friend and I are recreating a RPG world that he designed many years ago. He has a history created for the setting, and we are designing a mod that is being played during an earlier point of time than what the RPG players are typically set within. In this universe there are two different methods of innerstellar transportation. At the start of the setting only the first method of transportation is available.


1. Hyperspace - Travel through semi-normal space. All starting warp points will be "Nav Points". You go to these nav points to get on course for the charted cooridors between systems. These routes only go to neighboring systems, much like the road system back in the 1930's in the US. To travel from New York to Chicago took forever, since you had to drive THROUGH all kinds of small towns and other cities.


2. Jump Gates - These are ancient objects that were left behind by a long dead alien race. At the start of the setting they haven't been discovered. Once discovered the technology isn't able to replicated. These ancient devices come in sets, exactly like warp points. When you fly through these Jump Gates they increase the speed of your already existing Hyperspace engines by something like 10 fold.


So the objective is to recreate these alien artifacts within the game's limitations.

We want them to not be reusable. So once you "place" one of these gate sets in place you can't go off and place more sets in place without having a cost associated with their creation.

Anyway, I figured out a workaround. Stellar components use supplies right?

- Create a Warp Opening stellar component that can only be placed on a specific drone vehicle.
- Have the component use enough supplies to empty the drone of its supplies.
- Have the component destroyed for good measure.
- Following turn the drone is destroyed.

The resources put into building the drone really simulates the amount of resources an empire must expend into finding the Jump Gates and getting them into position (since the drone units won't cost any maintenance). These drones are going to be super expensive to simulate the rarity of the alien objects.


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