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December 16th, 2000, 09:16 AM
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Corporal
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Join Date: Oct 2000
Location: USA
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Strange Mods Anyone?
While I was going through the data files, it seems to me that there are some crazy things that can done. I was just wondering if anyone was coming up with interesting stuff.
Just a few examples, I've made mines that only destroy engines (strands ships and they keep paying maintenance), the halfway done planet cloak (see other post), a component that warps space so that anything entering the sector gets damaged (like one of the default storms, but now I can move it around) and it's counterpart against it, a component that increases the chance of a star going Nova (I put it lower on the tech tree than the star detroyer.), happiness components and their opposite (get planets to riot real quick), a component that goes on a ship and sucks things towards it like a black hole.
Anyone else have some odd ideas?
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December 16th, 2000, 05:13 PM
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General
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Re: Strange Mods Anyone?
Now that's annoying. If all these weird combinations work, why can't you make a research component or an intel component that contribute to your empire totals? These sector abilities should NOT be usable on components, they are space "terrain" features. Most of the facility abilities that SHOULD be useable on components are not. That's interesting that population happiness works, though. You could make a "Psychological Warfare" ship and send it with your fleets.  Or, make a "Propaganda" ship and use it to calm your own rioting populations. Cute.
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December 16th, 2000, 09:08 PM
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Corporal
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Re: Strange Mods Anyone?
Well I wouldn't expect to play this stuff against the computer as it would never be able to use it properly. It would be for making things interesting between human players cause some of the things I can come up with have weird side effects and are complicated in to use in game play. And you'll notice that I'm not suggesting anything game beaking neither. As long as it's balanced, then why not?
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December 16th, 2000, 09:57 PM
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Major
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Re: Strange Mods Anyone?
How about weapons that increase damage with range, or weapons that do damgage only on odd or even spaces?
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December 16th, 2000, 10:36 PM
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Corporal
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Re: Strange Mods Anyone?
Sounds interesting Lupus, can't wait to see them !
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December 17th, 2000, 08:55 PM
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Major General
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Re: Strange Mods Anyone?
Hrmmm.
- Do those happiness-affecting components affect your opponent's colonies, or just your own?
- Terraforming ships would be cool, but I don't recall any applicable abilities; you'd need a sector-wide terraformer (the religious system-wide Versions, even if possible, would probably only affect already-colonized planets I'd think, and would be much too powerful if they didn't). I'd love to have ships capable of transforming atmospheres or improving conditions *before* I colonize.
- Maybe fighters should get a kamikaze warhead variant that hits only engines, given Small Weapons, Explosives, and Engine-Destroying Weapons. Hey, if you're gonna die, make it count... Right now, between Rocket Pod III's and Kamikaze Warhead III's, it's pretty much the pods, hands-down. Likewise, maybe they should get small tachyon beams (IIRC, the weapon-destroying weapons) given the appropriate tech; they're manueverable enough to get in close and target the guns.
- On the minefields -- does one ship set off the entire field, because even 100 mines won't kill it?
- Missiles that destroy computers (using the same ability as the Computer Virus) might be interesting; call 'em EMP missiles. (although... don't you need an atmosphere for an EM pulse to occur? I'm not a nuclear physicist, so maybe not...). Obvious pre-reqs would be Missiles (Ion-pulse missiles should probably require this field as well...) and Computer Combat.
- Maybe an RoF 0 weapon, range 1, point-defense, +20 to hit, 50-damage weapon? The intent would be an anti-seeker/fighter 'defense field' that seekers and fighters would have to pass through (well, not the fighters if they're smart...) Dunno if RoF 0 would work, 'tho. Would have to be expensive and high-tech (say, PD 6,7,8 w/ varying +hit, dam) if it works.
- Re: your component that draws in enemy ships: I think this will affect minefields, as well. It'll probably be VERY powerful, actually, especially in a black-hole sector (move so that the black hole is between it and the enemy fleet), or in a cloaked minelayer. That other black-hole ability, weakening shields, might also be a bit too powerful except as a racial tech for scenarios (e.g. a high-tech AI race with foo that suppresses shields).
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