![]() |
How to Have Heroes (Sort of)
Occasionally someone asks for heroes -- people who can swing the course of a battle. It occurred to me that we can already do that, sort of, without any modding whatsoever. How? Just use fleets. Name the fleet after your hero -- Kirk, Picard, Janeway, JarJar, Crusher, etc. Then pretend that the fleet experience is due to the presence of your hero, who continually gains experience until he/she becomes elite. In fact, this actually makes sense with the way the game works. (By which I mean, that you can totally change the make-up of the ships in a fleet yet retain the fleet's experience.) If you want to reassign your hero, just put him/her on board one of the ships in the fleet, put all the other ships into a new fleet, and send the hero fleet to his/her next command.
|
Re: How to Have Heroes (Sort of)
OOO, I like it! And then you can add an intel project, "Asasination" which disbands the fleet, and in effect kills the admiral. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: How to Have Heroes (Sort of)
I have been thinking about this and I was thinking that maybe something similar to artifacts could be done. Heros that are found stranded- or met exploring ruins. Instead of an ancient tech - you find a hero crew, or maybe a species at a ruin that allows for combat and propulsion bonuses... It would have to be created as a component, but make it a small one, 1kt. 1 per ship limitation. Maybe even perhaps similar to a crew qtr component - to simulate the special environment the creatures need on the ships in your empire...
|
Re: How to Have Heroes (Sort of)
lol we have stuff alot like that in UM.Heroes are components.They cost alot so you can only have one.Some may generate a new race.And that way races can be unearthed in ruins so on so forth.
|
Re: How to Have Heroes (Sort of)
Quote:
|
Re: How to Have Heroes (Sort of)
I had Mercinary Commanders (which were components) in the 'D-Mod' awhile back, with pictures and a seperate 'Technology' to research for hiring them. The modd (non-gold, in process of conVersion as we speak) is in the modding folders. Unique heroes I found you could not do (as the AI would ignore 'one per ship' rule at a whim and everyone could have a 'Kirk' component) so I made 'hirelings'. Things like engeneering teams, boarding parties (Ork Boarding Parties! http://forum.shrapnelgames.com/images/icons/icon7.gif ) etc. Take a look if you want some ideas of what they could do.
Example: Name := Dulaann Acadamy Bridge Officer Team Description := The Elite graduates of the Dulaann Acadamy for Ship to Ship combat. Ship gets Experience equal to best ship in fleet. Pic Num := 283 Tonnage Space Taken := 5 Tonnage Structure := 15 Cost Minerals := 4000 Cost Organics := 100 Cost Radioactives := 0 Vehicle Type := Ship\Base\Sat Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Sensors Family := 9962 Roman Numeral := 0 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Mercinary Tech Tech Level Req 1 := 4 Number of Abilities := 4 Ability 1 Type := Combat Best Experience Ability 1 Descr := This ship gets an experience level as high as any of your other ships in combat. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Combat To Hit Defense Plus Ability 2 Descr := Gives a 5% defense bonus in combat (only 1 component per ship effective). Ability 2 Val 1 := 5 Ability 2 Val 2 := 0 Ability 3 Type := Combat To Hit Offense Plus Ability 3 Descr := Gives a 5% offense bonus in combat (only 1 component per ship effective). Ability 3 Val 1 := 5 Ability 3 Val 2 := 0 Ability 4 Type := Boarding Defense Ability 4 Descr := Mercinary will defend also {Value:15}(all stations on ship will be used for defense). Ability 4 Val 1 := 15 Ability 4 Val 2 := 0 Weapon Type := None [ June 05, 2002, 01:43: Message edited by: Deathstalker ] |
All times are GMT -4. The time now is 02:34 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.