.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 24th, 2001, 08:42 AM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default New mod, looking for ideas

Ok, I know everyone and their grandmother is working on a new mod, but I seriously got a good one I'm working on.

I am rewriting the entire Data Files... That's right, the entire data files.

The major changes I am working on are as follows:

Ships and fighters now use pretty much all the same components, in my mod fighters will be short range combat ships, smaller guns shorter range, incredible maneuvarability, whereas ships will be long range combat platforms, bigger guns longer range slower less maneuvarable.

Ships and fighters will use the same weapons, ships will get mounts that increase the range size and damage, fighters will get mounts that decrease the range size and damage.

Fighters: 50-100 kt
Ships: 200-2000 (normal ships, carriers will be done away with, their pictures will be used for something else)

Fighters will have no shields, shields will be massive components generating somewhere around 1000 shields. There will be no phased shields, only phased weapons. Since if you add a phased shield ability comp to a ship, there will be a component under AI "Shield Adapter" which will add phased ability. There will be missiles and torps called siheld fraggers that will take out 1000 shield points per hit.

Engines have ben devided into two comps, engines (standard movement, higher levels less feul, no feul storage) and drive systems (bonus movement like solar sail higher levels more feul storage greater speed)

Feul storage decreased in size.

I will also be reworking the facilities to give less resources so fighters will be even more important. ships will be very expensive and thus very very valuable.

Combat sensors: Lidar
Ecm: stays ecm

There will be various other tracking devises.

Cloaking will stay, but as stealth armor and what not.

Facilities will take longer to build, thus planetary raids will be more important.

I am also looking for more ideas and advice.
Reply With Quote
  #2  
Old September 24th, 2001, 09:53 AM

Lemmy Lemmy is offline
Second Lieutenant
 
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
Lemmy is on a distinguished road
Default Re: New mod, looking for ideas

drones?
__________________
[Boo!]
Reply With Quote
  #3  
Old September 24th, 2001, 12:33 PM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: New mod, looking for ideas

Apparently, system-wide abilities will work if modded into components.

How about having only 10 or 20 shield points directly generated by each shield generator component. For a ship to have more shields than that, it must be supported by a ship with a "Shield transmitter" component, which uses the "Energy Transmission Lens" ability to add shield points to every friendly ship in the system.

Your mod is also starting to sound a little like my "Space is Big" suggstion. Zip down to the long post I made on http://www.shrapnelgames.com/ubb/For.../002664-4.html


Can't wait to play it...

------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
Reply With Quote
  #4  
Old September 25th, 2001, 01:51 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: New mod, looking for ideas

i like that idea, but it would need some tuneing. if you make shield generators minimal, and put the majority of the power on the transmitters, then all your ships will have the same shields. frigates will have the same shield rating as a baseship.

of course, larger ships could make up the difference with regenerators or armor or something. but would this not also make for some hella-strong fighters? maybe you could take away shields for fighters, but that might spoil the spirit of the original mod.

------------------
"...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.)
Reply With Quote
  #5  
Old September 24th, 2001, 08:02 PM
ZeroAdunn's Avatar

ZeroAdunn ZeroAdunn is offline
Captain
 
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
ZeroAdunn is on a distinguished road
Default Re: New mod, looking for ideas

Ok, new info:

As stated fighters will have no shields whatsoever. Shields will be a ship defense thing (going along with the whole ships are mainly intersteller transports/heavy guns platforms)

shields will still generate aroud 1000 (maybe lower once I actually finish shielding) shield points (one per ship) then there will be shield enhancer comp (very very large) will be available. This will beef up shields big time (shield dusrupters will still be in) There will be no shield regenerators, regen disrupts the whole view of shields in the mod. Armor will play a major role.

Ships will have a lot less importance in space combat (you could make a massive battleship, but in the end it would probably lose out to a carrier) Fighters will have really good offense/defense bonus so it will be really hard to hit fighters with anything but other fighters and flak cannons (pretty week)

Armor will be a lot more prevelant. A lot. Probably going with three types of armor:
10 space 20 hp
1 space 15 hp
5 space 18 hp
Reply With Quote
  #6  
Old September 24th, 2001, 09:19 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: New mod, looking for ideas

quote:
Originally posted by ZeroAdunn:
10 space 20 hp
1 space 15 hp
5 space 18 hp



holy rusted metal, batman! what are the resoure costs on those things?

edit: im guessing repair is a big part of the mod as well. if shield generators give 1000 points each, what does the booster give? 5K? what are the mainstray of weapons, and can their resource consumption Last them thru more than one battle?

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

[This message has been edited by Puke (edited 24 September 2001).]

[This message has been edited by Puke (edited 24 September 2001).]
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:52 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.