Thread: Junkyard games?
View Single Post
  #15  
Old May 26th, 2004, 03:34 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Junkyard games?

Here's a list of changes I made so far, tell me what you think:

-Renamed the weapon mounts and some components to give it a more "junkyard" flavor
-Larger weapon mounts use a disproportionate amount of supplies (think "gas guzzling SUV engines"
-Colony modules now have 5 tech levels, and the low level ones are fairly weak, so as to prevent you from getting a really powerful colony tech in ruins. Yes, this does mean your first few colony ships will be very expensive, but so it goes :-P
-Colony modules no longer show up as available for bases. (I'd take care of engines too but it's only cosmetic and I don't want to mess with the vehicle type restrictors now
-Fixed ability description of emissive armor to match Gold functionality of EA
-Medical bays now cost a *LOT* of organics and some rads. Just something that always ticked me off about SE4 :-P
-Added multiple levels of self destruct device to make scavenging parties more viable (Arr! ;-)
-Ship/base repair bays renamed to be consistent with spaceyards
-Hyper-Dense Armor gets a new picture so you can tell it apart from regular Armor
-Removed Small Emissive Armor because it is USELESS!
-Massive shield depleters now really do sap ALL of a target's shields!
-Small Anti-matter Torpedo is no longer useless! (increased damage)
-Small Shield Depleters can no longer be mounted on troops for mega damage!
-Reduced damage of Computer Virus II and III so III isn't overkill
-Tweaked Neutral and Xenophobes cultures for balance
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote