Re: PCMod under construction. Permissions needed.
here is a feature list so far. stats on individual components are still being ballanced.
psychic 1500
adv psychic 1000
-telekenitic shields
-psychic intel facility and nexus(system facil)
-collective thought nexus (system research facil)
religious 1500
adv religious 800
-portable death talisman, i hope
-blight bombs
-missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers)
temporal 1500
adv temporal 1500
-temporal spaceyards (spaceborne)
-temporal engines
-portable events predictor
-stasis armor
crystal 1500
adv crystal 800
-new crystal weapons
-crystal stealth armor
organic 1500
adv organic 1500
-new organic weapons
-organic ships and components
-organic growing yards
planet bound:
no advanced spaceflight (requirement for larger hull sizes, some engine classes)
no space shipyards
spaceborne:
no colonization
advanced spaceflight
space shipyards
(note that planet bound & spaceborne will be 0 points, and should both be taken for a normal player)
PR:
-crossover crew converting seeker, broadcast prerecorded religious visions.
PT:
-baddass crossover singularity weapon
PC:
-crystal thought transmitter, healing crystals transmit good thoughts thru a system
PO:
-psychic anti-boarding armor
-telekenitic armor (provides TK shields)
RT:
-spiritual crew quarters
RC:
-crystal fertility shrine: religious hippies get worked up about this crystal shrine, and breed like crazy. happy bonus too
RO:
-zealot drop pod
TC:
-time accelerated stelar harnass, crystal stellar resource gathering into a pocket of accelerated time to increase collection volumes
TO:
-time lapse growth facilitator (organic resource booster)
CO:
-organic crystal armor
-crossover weapon
advanced everything:
-allows research of Applied Science Fiction Lore, granting access to the Sci-Fi Canon. (i lied when i said it would not be in the mod, but it will take decades to build)
STANDARD TECHS:
armors:
-tachyon dampners, as typical
-ablative armor, smallest armor, per devnull
-plasma armor, slightly larger armor, more efficient and higher cost. tweaked Version of the P&N plasma armor.
-neutron armor, not quite as good as other advanced armors, but far less repair heavy
-racial armors, as described above
-buckytube kept, prerequisites added before advanced features can be obtained. also requires nanotech
nanotech:
-allows buckytubes
-nanofactories, prohibitive research costs, very efficient repair at 1/component.
-nanodisassemblers, weapons in missile, cannon, and torpedo form. (low on the list of things to do)
-allows GAP nano-treated pants (isnt that shameless? did you hear about that silly stuff?)
cloaking:
-asteroid fields, provide level 2 passive EM
-stealth armor, provides levels 2-4 passive EM
-active offsource dispersion cloak, provides levels 2-4 active EM, psychic, temporal
-gravetic cancelation field, provides 2-4 gravetic cloaking
-sensors stay the same
shields:
-shields, phased shields, shield generators, regenerative shields, and hardened generators -are all being tweaked and slightly reworked
supplies:
-fighters use less supplies, and their engines therefore carry less.
-quantum reactors have prerequisites in the engines field, and are also much bigger.
ships and movement:
-most devnull hull sizes used
-battlemoon stolen from P&N
-movement system stolen from P&N and slightly shifted to allow fewer engines.
-no bonus movement. solar sail kept as a supplyless, slow engine. it does store a tiny bit and charge from solar power incase all supplies are used in a fight. that way its movement will stay above 1
-inertialess drive added above quantum engines
-temporal probability drive in the adv temporal tree.
-more emphasis placed on combat movement. various tactical drives added as Versions of their interstellar counterparts.
weapons:
-standard missile sizes used
-devnull missiles added
-P&N heavy bombardment renamed to shield bombardment to avoid conflict with the original
-devnull point defense systems added
-devnull destinction between fighter PD and missile PD kept, and refined.
-advanced racial and crossover weapons added
ship and base components:
-engineering bay kept, construction and bridge component removed
-battle bridge kept, tweaked
-astrometrics bay added, low level active and passive EM scan
-construction dock added, enables small construction and retrofits
-dry dock, massive and very expensive base-only construction facility. better than planet based.
-noncombattant ships and bases reworked for general purpose construction or mining, poopey combat modifiers. tried to make them standard noncom ships rather than kludgey purpose-built hull sizes.
stellar manipulation
-maintained the destinction between monolithic construction and SM.
-currently resisting the urge to create very costly research projects leading to fighter based SM
-original monoliths used
applied political science
-leads to riot suits, troops big enough to hold a cockpit, similar to the drop troops but not good for combat.
construction:
-mineral heavy construction yard available at a higher cost
-organic heavy construction yards available to advanced organic races
races:
-expanded race cultures list shamelessly stolen
-negative racial traits added
-currently hunting for formations to steal
events:
-events mod shamelessly stolen
mines:
-specialty mines dropped in (engine, weapon, null) but at higher cost, and larger warheads. prerequisites for all.
-mine scanner got the axe for play ballance reasons
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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