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Old August 12th, 2003, 05:18 AM
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Fyron Fyron is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

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Why do magic races get a Temple District? Isn't that religious? Perhaps the facility should be renamed... Also see Altars of Healing, Keepers of the Faith...
Note that it is Deeply Religious, not Religious. I see nothing wrong with a race that is not Deeply Religious being able to make temples. They are not at all like Shrines, just happiness facilities. Religion played a more prominent role in the medieval ages of Europe than it does today in the US, and that is where the Magic races are sort of set. At least, the historical aspects.

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Fyron, how did you ever manage to find out all those new racial trait abilities? I've never seen a mod with a racial trait that increases repair rate or minerals storage before...
They are listed in the Modding 101 Tutorial. I originally saw the abilities in this thread:
http://www.shrapnelgames.com/cgi-bin...=003414#000004

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Isn't it confusing for Magic races to call their Cruisers Frigates when there's a smaller Physical ship size called a Frigate?
Frigates were massive ships in the Age of Sail, unlike the modern usage of frigate. As the magic races are set around there somewhere, it made sense to use Frigate (as well as a lot of other medieval and later sail ships). I don't think it will be too confusing, but if it ends up confusing people, I have no idea what else to call the ships.

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Shouldn't ICBM's built-in standard movement ability be displayed in-game?
Probably. I never really finsihed them up, just created the basics. They are probably rather unbalanced.

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The organic mercenary ships still have the old names (Bio Destroyer, etc.)
Will have to fix that.

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and there is a Mercenary Corvette even though there is no hull called a Corvette
Yeah there is. It is available to Physical races, between the Escort and Light Frigate in size and tech req.

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The psionic disciplines don't seem to be implemented... I was wondering what Metacreation was but I couldn't find it anywhere except in TechArea.txt and RacialTraits.txt; could you tell us which racial traits aren't implemented so we don't pick them and wonder where stuff is?
I wasn't quite sure what to put in them, and I have loaned my Psionics Handbook (D&D) to a friend, so can't really fill them all up.

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"Regeneration" is misspelled in the description of the Inherent Regeneration trait
Oops! I thought I had fixed that months ago.

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What's the difference between Riot Gear and Troop Cockpit, other than the fact that Riot Gear can't go on mechanized troops?
Seems I never got around to fleshing out Infantry components.

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Why does the Basic Bridge have 11 hitpoints while the standard bridge only has 10? It's not just a typo, it appears with the Neural Cores and Spelljammer Helms too...
It makes it a little more likely that they will be selected to be damaged when the ship is hit, as most internals have 10 hit points. They have 11, and so are more likely to be hit than if they had only 10.

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How about if the different crew quarters levels provided maintenance bonuses and penalties? You know, you're more likely to take care of the ship when you're taken care of yourself
Hmm... what bonuses would you suggest?

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How can the Religious Talisman be placed on satellites or drones?
It can't at present. If only we could just make our own list of vehicle sizes allowed and such.

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Iron armor is as strong as titanium? What ever happened to magical races getting weak armor and strong shields? Now everything's pretty much the same only you have 3 copies of everything
They do have weaker armor. Their armors have 10% fewer hit points than equivalent levels of Physical race armor. You think I should make them even weaker?

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Emissive Armor III is in the general group Advanced Armor Engineering while the other Emissive Armors are in just plain Armor... and what's with those absurd tech requirements?!? level 60 of Advanced Armor?!?
Emissive Armor is currently not available in the mod. I added a 0 to the end of their tech req to do this without having to delete them. I am not yet sure what I will do with EA, so I just modded it out.

The group thing is a typo, probably resulting from hasty find-replace methods.

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Why are there cloaking devices for mines if mines get built-in level 10 cloaks?
They don't get built in cloaks. Look closely: the number of abilities is set to 0, so they have no built in abilities in-game. I just did not want to delete the ability lines in case I later decided to give them built-in cloaking again.

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Point defense weapons don't list their to-hit bonuses (and weren't you one of the ones saying those bonuses were too high? )
Oopsie. I have not yet decided what I am going to do with PDCs. They are currently split into 2 Groups, the ones that target fighters only and the ones that target seekers only. Fighters at least have a lot more hitpoints from armor components, so the PDC might actually need that high bonus to be able to do anything to them.

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The Neutron Cannon (BP) is kind of useless since the Neutron Cannon (SS) will already take out Boarding Parties - since the Boarding Parties have the boarding Defense ability as well as attack!
True. They were useful before I added boarding defense to a lot of comps to make them susceptible to Mental Shredders and such. I will remove the Neutron Cannon (BP).

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I have an idea for plague bombs... give them a huge minus to hit, representing the chance of the plague spreading! Maybe even multiple levels of plague bombs with different chances of infection...
Interesting... I shall consider this further.
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