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May 28th, 2007, 11:52 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Modding Challenges
Here is an idea to wind the forums up again...
What are some tricky things you are trying to mod into the game, but can't get working? Or, what are some ideas you'd like to see in a mod? Post em here, and let's get people to help make them a reality.
For reference, I am thinking on the scale of these.
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May 29th, 2007, 02:14 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Location: Minnesota/South Dakota
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Re: Modding Challenges
Space Monsters that grow/gain something from eating planets and suns
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May 29th, 2007, 02:33 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Modding Challenges
I need to create AI scripts for stellar manipulation components - now how should they go about using them?
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May 29th, 2007, 03:48 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Modding Challenges
Combat Wombat: Experience point system?
Captain Quack: Which SM components?
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May 29th, 2007, 05:10 AM
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Private
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Join Date: May 2007
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Re: Modding Challenges
Well there is an unused ability "Can Fire Into Space From Ship Cargo" in the VehicleUnitTypes.txt located in the data folder.
I think it could be used to make a good Pirate vs. Corporation vs. The Galaxy mod.
You could make a new unit that ships would store in their cargo that has different abilities depending on which playstyle you choose. For example if you corporation you proably couldn't make decient beam weapons but can make pretty good sensor so you would trade the units between yourself and a normal empire. Or if you play a normal empire you could buy cloaking devices from the pirates kind of like a black market. Stuff like that. Anyway just a thought when I saw that ability.
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May 29th, 2007, 05:35 AM
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Colonel
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Join Date: Jan 2001
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Re: Modding Challenges
Quote:
Captain Kwok said:
I need to create AI scripts for stellar manipulation components - now how should they go about using them?
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IMO planet creation, enemy planet destruction, star destroyers and warp opening are useful for the AI. At least I found them so in SE IV. May be black hole destruction and star creation sometimes can be useful, but not often. However warp point closing seems much more difficult for the AI to use reasonably.
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May 29th, 2007, 08:04 AM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Modding Challenges
The modifiers for what type of ships the AI wants to build should be settable in the race files. This way more custom races can be built.
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May 29th, 2007, 10:18 AM
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Sergeant
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Join Date: Nov 2006
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Re: Modding Challenges
I would like to see some of your Adamant mods applied to SEV making racial traits more distinct.
Ideas:
1. Crystalline races have little need for Atmospheres or types really.
2. Organic reliance on larger food supplies (Organics) in production and dailey consumption by the population.
3. Robotics/cybernetics production bonuses, etc.
You get the idea on racial traits.
System wide training facilties versus planet/sector only.
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May 29th, 2007, 03:26 PM
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Sergeant
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Join Date: Nov 2006
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Re: Modding Challenges
Blockades
The ability to park a warship at a warppoint and prevent the flow of resources between the two systems.
You could prevent Trade Treaty resources from getting from Player A to Player B.
You could prevent resources from getting to Planet A from the rest of te Empire.
Useful in a war situation or roleplaying pirates. It would need to be a total blockade or a reduction in resources as a function of the number of ships conducting the blockade.
You could make it a ship/fleet order that asks for the Empire you want to restrict in the Blockade order.
Oh! This leads me to a second order being piratical. You have a "Raid" order that will steal or damage resources between two empires.
Implementation:
1. Each system is assigned a Value based on the trade being transmitted through this system/warp point.
2. Friendly ships in the said system add a defense bonus to the convoy.
3. Friendly ships assigned convoy esort duties actively protect the trade routes.
4. Enemy ships assigned to raid or blockade fight the escort ships.
5. Winner determimes the spoils or what gets through unharmed. Thus, factored by the overall Defense bonus determined by point #2.
I was trying to think of a way to represent this in the game and short of having real transports moving the goods it was a tough call. I think the trade routes should be abstract in the since that they are not on the map, but calculated per system based on the path neeeded to get resources between trading partners. Same is said based on the resources coming out of planets to be shipped through out the Empire.
To attack a trade route:
1. You simply move a ship into the desired system and issue an "Attack, Raid, Disrupt" trade routes order. It doesn't matter where the ship is located in the system it will take part in the activities. It would be assumed that te trade convoys (infrastructure) is technically spread throughout the system. The ship is consider activily raiding the system.
2. Friendly ships in the system add to the convoy defenses reducing the amount of loss from raiding.
3. Friendly ships can be set to actively patrol the system with an order. This to can be issued from anywhere in the system. Any ships on patrol will engage any raiding ships and do battle. Even though they aren't in the same hex they are considered to be fighting one another and a combat is fought. Winner says it all.
A little more brainstorming and we have a Blockade, Pirate Raiding and Convoy system added to the game.
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May 29th, 2007, 07:17 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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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