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February 6th, 2001, 03:32 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Alien Races
We have all these great races in this game. We have crystaloids, things that look like bubbles, flowers, water dwellers, all kind of odd races. Yet all of them somehow develop missles, fighters, shields, armor, etc. What makes them different???
Is it possible to make a truely unique race, one that couldn't even conceive what a missle was much less build one?
The game attempts to offer different races but all you get are additional race specific techs plus all the others that everyone else has.
Where are the teleporters that appear anywhere on the battle field and cause seekers to lose target, where are the gasseous races that slid right through shields and ship hulls, where is the race that causes crew members to go insane and fire randomly.
Maybe it is just to difficult to do. Lord knows I couldn't do it, I just figured out, with a lot of help from this forum, how it load a new race. Maybe one of you modders are up to the challange of designing a truly new race.
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February 6th, 2001, 04:07 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Alien Races
ach, in another thread coupla the folks yakked about this very thing. would be a LOT of re-working those AI text files but possibly could be done.
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February 6th, 2001, 04:50 AM
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Sergeant
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Join Date: Jan 2001
Location: Wheaton, IL
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Re: Alien Races
The only 4X game I know of that's even attempting to do something like that is Stars! Supernova Genesis, where the Alternate Reality race is supposed to adhere to a set of physical laws that are different from the norm. That's not even out yet, so who knows if it'll make the final cut. I imagine balancing something like that could be a serious problem...
-Drake
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February 6th, 2001, 12:28 PM
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Colonel
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Re: Alien Races
Drake I think you got the crucial point. A race with such unique traits would most probably be either invincible or completely lost. I don't see haw you could balance races that have completely different technologies.
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February 6th, 2001, 07:39 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Alien Races
What COULD be done, however, would be to alter the nature of the custom tech trees. Give organics organic hulls, five different organic weapon categories, organic resource harvesting, bio-computers, and so forth. Even if all you did was replace 90% of the component's cost with organics instead of minerals and made a new component image that was a bit greener, you'd have gone a long, long way toward making it happen and that's totally do able. No balancing issues because you're not changing anything really. Even the techs would have the exact-same cost and effects, just different names and visuals giving them an organic feel. After you get that Version working, later upgrades would include alterations, like organic components regenerating, crystal ones having a higher than normal damage resistance, Temporal resource harvesting facilities would produce more, and so forth. That's when the balancing act would get ugly which is why I don't recommend it as a beginning step.
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February 6th, 2001, 07:54 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Alien Races
quote: Originally posted by Nyx:
What COULD be done, however, would be to alter the nature of the custom tech trees. Give organics organic hulls, five different organic weapon categories, organic resource harvesting, bio-computers, and so forth. Even if all you did was replace 90% of the component's cost with organics instead of minerals and made a new component image that was a bit greener, you'd have gone a long, long way toward making it happen and that's totally do able. No balancing issues because you're not changing anything really. Even the techs would have the exact-same cost and effects, just different names and visuals giving them an organic feel. After you get that Version working, later upgrades would include alterations, like organic components regenerating, crystal ones having a higher than normal damage resistance, Temporal resource harvesting facilities would produce more, and so forth. That's when the balancing act would get ugly which is why I don't recommend it as a beginning step.
The most characteristic techs, the weapons and armor, already have special images that look organic. Certain "common" technologies like engines, shields, and life support could be given organic variations to improve the look but I don't think most of the other techs need to be changed. A race with a special ability isn't necessarily going to do EVERYTHING according to its special ability. A wave-motion gun is a wave-motion gun, and probably ought to use the same picture regardless of who develops it.
As far as special hulls, though, seperate ship sets for each racial ability could get really bulky and difficult to manage. We need some "abilities" to be added to ships when they are built rather than having to be written into the config files before the game starts. If we had this, we could have "Darloks" with innate stealth, organic races with innate regeneration ('living ships' instead of just living armor), and other goodies without all the hassle of a dozen independent ship sets in the config files.
[This message has been edited by Baron Munchausen (edited 06 February 2001).]
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