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Old June 12th, 2001, 10:03 AM

Mark Walton Mark Walton is offline
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Default Re: Unique ruins techs

A possible solution to Ruins Tech:

Make them the "seed" for a new tech tree. This allows them to be improved upon.

My mod (in testing) allows weapons with a better rate of fire, and a few other options. examples:

Name := Ultra-Tech Shield Depleters
Group := Weapon Technology
Description := Weapons designed to deplete all of a target's shields.
Maximum Level := 3
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Massive Shield Depleting Weapons
Tech Level Req 1 := 1

Name := Ultratech Shield Depleter I
Description := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num := 198
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 1000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 100
Restrictions := None
General Group := Weapons
Family := 2043
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ultra-Tech Shield Depleters
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 15
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 37

Name := Ultratech Shield Depleter II
Description := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num := 198
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 1500
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 100
Restrictions := None
General Group := Weapons
Family := 2043
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ultra-Tech Shield Depleters
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 10
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 37

Name := Ultratech Shield Depleter III
Description := Massive gamma radiation beam which saps all of a target's shields but does no other damage.
Pic Num := 198
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 2000
Cost Organics := 0
Cost Radioactives := 2000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 100
Restrictions := None
General Group := Weapons
Family := 2043
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Ultra-Tech Shield Depleters
Tech Level Req 1 := 2
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 1000 1000 1000 1000 1000 1000 1000 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Shields Only
Weapon Reload Rate := 5
Weapon Display Type := Beam
Weapon Display := 16
Weapon Modifier := 0
Weapon Sound := shlddepl.wav
Weapon Family := 37

-------------------------------------------------------------

Name := Ultra-Tech Shields
Group := Applied Science
Description := Massive shield generators which can protect an entire planet, or offer unrivalled protection for a vessel.
Maximum Level := 3
Level Cost := 50000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 1
Tech Area Req 1 := Massive Planetary Shielding
Tech Level Req 1 := 1

Name := Ultratech Shield Generator I
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 1000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Shields
Tech Level Req 1 := 1
Tech Area Req 2 := Ultra-Tech Shields
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Shield Generation
Ability 1 Descr := Generates 100 shield points.
Ability 1 Val 1 := 100
Ability 1 Val 2 := 0
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 50 shield points per turn.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Weapon Type := None

Name := Ultratech Phased Shield Generator I
Description := Generator which creates an energy field around a starship preventing damage.
Pic Num := 31
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 1000
Cost Organics := 0
Cost Radioactives := 1000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Shields
Family := 11
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Shields
Tech Level Req 1 := 6
Tech Area Req 2 := Ultra-Tech Shields
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Phased Shield Generation
Ability 1 Descr := Generates 100 shield points.
Ability 1 Val 1 := 100
Ability 1 Val 2 := 0
Ability 1 Type := Shield Regeneration
Ability 1 Descr := Regenerates 50 shield points per turn.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Weapon Type := None


.... and so on.

I think this works with the ideas about cloaking - add Massive Cloak tech, but the tech items require both the ruins tech AND regular cloaking tech.

I will be thinking soon about new ruins techs, with the goal of creating mega-rare crossover ultra-techs. (facilities and components which require 2 ruins techs to create...!) I certainly want to create ultra-tech which helps counter or replicate racial unique abilities... more ideas liek the super-cloak, which only have any function when used in conjucntion with regular tech.. and more.

UNTESTED : Haven't tried transferring the ultratechs to another race : logically they would not be able to understand them though.

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