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-   -   negative racial traits and mods (http://forum.shrapnelgames.com/showthread.php?t=4001)

Puke August 30th, 2001 01:26 AM

negative racial traits and mods
 
how about some negative racial traits, like opposites of the existing ones. you can set incompatabilites too, so you can have propulsion expert or poor propulsion, but not both.. I know someone made advanced formes of tech trees that required the basic forms before you took the advanced.. dont recal which mod it was in tho.

you could also have unlucky. or clumsy builders. or advanced power consumption, or poor storage techniques. Then if you made super powerful crossover techs between different advanced racial traits, you would be able to pay for them with heavy disadvantages rather than just lowering regular traits.

sure I can fiddle with this on my own, but is anyone interested in supporting it in a mod? I have a lot of ideas to put into a pukemod, but i also like all the tech and hull sizes in devnull and pirates, and i 1) dont want to give that stuff up, and 2) would like to see some of these ideas supported as part of a widely playable mod rather than just something to screw with on my own.

I suppose that I could create a pukes compiled mod with my stuff and scenario specific optional traits, as well as stuff ripped from others (accredited, of course) but I thought I would see if anyone was interested in incorporating these ideas into an existing mod before i went through the trouble.

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Mad_Lear August 30th, 2001 04:09 AM

Re: negative racial traits and mods
 
Negative Racial Traits are a great idea! Reminds me of disadvantages from points-driven rpg systems like GURPs. Would be a great addition as long as they were well balanced. Would go well with the racial quirk idea Suicide Junkie is using in his P&N mod.


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