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Old May 29th, 2007, 07:17 PM
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Default Re: Modding Challenges

Monsters:

- Special Experience type for monster hulls; -100XP per turn, but when XP > 0, they generate resources.
Killing/Eating enemy ships leads to digestion!

NEEDS: "Ship Experience Type" field in vehicle sizes.txt

- Growth & maturation; The components added to the design are considered its DNA...
Ships can only be built if the component level is within 1 of the current "age" tech level.
"Age" gets researched one level per turn. (Based on research costs vs research generation on the homeworld)
Component formulae depend intricately on the Current Tech Level minus Component Tech Level, which equals the age of the monster in turns; abilities grow and fade over time as the monster progresses from larvae to juvenile to adult.
EG: Larvae (0-15 turns old) have unbeatable cloak ability, but undeveloped weapons and abilities. Sensor abilities and movement speed grow over time. This time can be used to sneak into enemy systems and camp out in sensor disrupting storms for sneak attacks later
Juvenile (16-30 turns old) - Weapons grow in strength; first claws, then projectiles. Armor grows tougher. Cloaking ability fades out.
Adult (31-60 turns old) - Movement speed fades somewhat. Weapon damage decreases slightly, weapon range increases.
- "Male" hulls grow combat bonuses.
- "Female" hulls grow fighter bays and SY ability.
Ancient (61+ turns old) - Gradual fading of abilities.

NEEDS: Only requires recalculation of formulas when the game is loaded!
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