TechMod
Yes, it's back. Finals week is next week, after that I'm going to overhaul the mod again.
I also got some new ideas..
Possible Racial Traits:
Organic Race (2000 points)
-new tech tree. Think Organic Manipulation on steriods. Incorperates every Organic trick and then some; heavy on solar equipment. I really do need a new name for this one. Organic heavy.
Energy Race (500 points)
-new tech tree. Powerful shields, weak internals/armor. Facing a null-space cannon with these guys will be a very painful experience. Radioactives heavy.
(name) Race (500 points)
-new tech tree. Strong armor and internal components, weak shields. Fear the shard cannon. Can't think of a good name though..
Trancendant Race (1500 points)
-intended for special AI neutrals. These are most definitely "don't tread on me" races! Weapons that make the WMG look like a pop gun..everything else to match. Tech not tradeable, but ships are so butter up. Taking this as a player is a big no-no. Massively abusive.
-Monster: Cancer (2000 points)
-new tech tree. Basiclly a tech tree/race built around the Alligenance Converter and Boarding Party abilities. Not pirates, something nastier. Not sure if a human should use this one.
-Pacifists (500 points)
-new tech tree. No "killing" components. Reload time screwers, secruity stations, powerful component and shield damagers, computer virues. Good economy/intellgence, fairly weak defenses.
-Normal Tech Tree (0 points)
-exactly what it sounds like. Note that most SE4-standard racial traits will require this trait, and using it in combination with the above other "new tech trees" will be MASSIVELY abusive. All the new racial traits can be "turned off" in the pre-game set up via their base tech- disable that, and taking the trait gives you nothing.
racial Ship options:
-Quanity (500 points)
-Normal (0 points)
-Quality (500 points)
You must select one of these when making a race. Normal is..well, normal. Quanity gives cheaper ships. Quality gives tougher ships.
-Propulsion Idiots
-opposite of propulsion experts. -1 speed, -1000 points.
-Large race
-decreases storage by 25%. -1000 points
-Power Wasters
-increases supply useage by 25%. -1000 points.
Warp Knowladge (1500 or 3000 points)
-gives ship control components the ability to open warp points to about half to 1/4 the normal WP opener range(just that, no more!)
All of these are what I have *planned*, not always what will make it in.
Other new stuff:
-the "combo" components- splitter beams, singularity cannons, mass drivers, multiweave armor, and the rest- are getting their own tech lines.
-the self-destruct device is going to be adjusted. Currently it is IMO too powerful and too small. No reason to use security stations.
-universal colonies! thanks to Rollo and geoschmo
-probably going to make combat take longer by reducing weapon damage and/or increasing component toughness.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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