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Old May 5th, 2005, 02:01 PM

Jestak Jestak is offline
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Default Re: MOD question tech racial traits

Thank you for your input. English is not my born language. It is why it is far to be perfect.

I know the traits can stack. I did that mod to have fun and I'll choose only one of course. I made this mod to play against computers. So, if you cheat, you cheat yourself.

The second space yard section is the space yard section that you can put on ships. The first one is the planetary space yard.

My assumption on the space walker cost is that you can have a lot more space yards than planetary space yards. In fact, with the few games I played, I used about 10-20 base ships and when I invade a system, they build and retrofit. It is why I wanted it to cost a lot to compensate.

I did a small test with the fighters and they are a little bit more powerful I think. There are two aspects of the game I did not see much advantages: fighters and star bases. Fighters are not addressed yet. I plan to revamp them to have as much impact than in "Wing commander". hehehe

I did correct the star bases issue by having new levels with bigger tonnage and new mounts with an extended range. My take on star bases is that they are powerful structures. In SEIV, I did not feel they were really useful. Mines were always wiped out or I was able to kill them pretty easilly.

Now, if you have the biggest starbase at a warp point or around a planet, it will defend nicely the warp point and it won't be on the wrong side of the planet because of the extended range. The disadvantage, it takes longer to build, like a real star base should take.

Here is my biggest starbase with the biggest mount. Note the weapon range extention. I had a hell of fun with one test game to take out a warp point.
The base can hit a lot before to get hit and shields are a must (Like in Star Trek)

Name := Death Star
Short Name := Starbase
Description :=
Code := SB
Primary Bitmap Name := Starbase
Alternate Bitmap Name := Starbase
Vehicle Type := Base
Tonnage := 7500
Cost Minerals := 7500
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 0
Number of Tech Req := 1
Tech Area Req 1 := Base Construction
Tech Level Req 1 := 13
Number of Abilities := 2
Ability 1 Type := Combat To Hit Defense Minus
Ability 1 Descr := Large size makes base 95% easier to hit in combat.
Ability 1 Val 1 := 95
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduced wear and tear allow for a decrease in maintenance cost of 80%.
Ability 2 Val 1 := -80
Ability 2 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 6
Requirement Min Crew Quarters := 6
Requirement Uses Engines := False
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Long Name := Massive Base Mount
Short Name := Massive Mount
Description := Massive sized weapon mount which increases damage from the weapon by 8 times. Increases the range of the weapon by 18. Requires a base size of at least 4000kT. Can only be used on Direct Fire weapons.
Code := M
Cost Percent := 700
Tonnage Percent := 700
Tonnage Structure Percent := 700
Damage Percent := 700
Supply Percent := 700
Range Modifier := 18
Weapon To Hit Modifier := 90
Vehicle Size Minimum := 4000
Weapon Type Requirement := Direct Fire
Vehicle Type := Base

Like I said, I do it for fun. It is far to be complex or complete. It is just that in many games, I was running out of tech to research and the AI was quite weak. I don't know what I did right, but the AI now is using often the fast ships and build bases like hell around planets. Also, the AI opponents are keeping up with the tech level now. Againsts the comp, it looks like pretty well balanced, but I have some more work to do.

Here are all the changes I did up to now:
- Added Space yard levels and added 1000 more production to the temporal space yards and created a temporal space yard 4 that can produce 7500/5500/5500
- Added Emergency pod levels
- Added Monolith IV and V with stellar manipulation 7 and 8
- Added Research center IV, V and VI
- Added Intelligence center IV, V and VI
- Added Enhanced and Advanced Spaceports available with the cargo research
- Added 4 more tech level to armor to decrease tonnage of emissive armor
- Added 2 more tech to organic armor to decrease tonnage
- Added 4 more levels to the repair component to decrease the size
- Added 2 levels to resource converter.
- Added up to 10 levels to base Construction. Star bases are bigger and cost less maintenance. They turn in real defense or shipyard entities.
- Added up to 18 more Star ship levels.
- Added a new line of starships: Fast Ship that can support a lot more engines but have more than 100% chances to get hit because of more fragile hull.
- Added up to level 18 for the propulsion.
- Added more mount to give more flexibility to the ships and bases.
- Added 3 levels to satellites. Bigger satellites, new launch bay and one more mount class.
- Added 3 levels to mines warhead and cobalt warhead to take into account the new ship and base tonnage. Also added a mine layer and sweeper at level 6.
- Added Crystaline Armor IV with less space tonage and 18 points chanelled at crystaline technology level 6.
- Added solar sail IV and solar collector IV and V
- Added Null-Space projector IV and V
- Added Crystaline Torpedoes VI, VII and VII
- Added Tachyon Cannon IV and Mental Singularity Generator IV
- Added Mental Singularity Generator IV and V
- Added the Arkonis technology three with 20 levels.
The Arkonis was a highly advanced race who vanished 1 million years ago.
It left artifacts that you need to study to acquire special technologies to incorporate with your current facilities or components.
This race was a higly efficient race in integrating multiple functions in one facility or component.
Each level will give you access to one enhanced facility or one higher level to the Arkonis torpedo component.
At level 25, you get the Arkonis Time Manipulator that makes all the weapons hit. Please note between level 20 and 25, there is no facility or component gain.
- Updated the culture traits to make it more balanced. I think giving 5 points to scientist without removing any other point is unfair.
- Changed Maximum Trade Percentage from 20 to 40.
- Maximum Mines Per Player Per Sector from 100 to 150
- Maximum Satellites Per Player Per Sector from 100 to 150

Thank you
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