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January 19th, 2004, 05:50 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Racial Trait Disadvantages
Lol....Complete Idiots.
-10% to research and
-10% to politics (or trade)
+ 1500 racial points for something else.
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The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
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January 19th, 2004, 05:58 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Location: Minnesota/South Dakota
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Re: Racial Trait Disadvantages
Procrastinators -25% From Space Yard Production
We'll get around to building that ship eventully
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A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
Get the newest Version of Invasion! here: http://www.secenter.org/
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January 19th, 2004, 06:22 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Racial Trait Disadvantages
Clumsy:
-15% to repair
-15% to ground combat (mostly due to friendly fire accidents)
+1000 racial points
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
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January 19th, 2004, 06:31 PM
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First Lieutenant
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Location: California
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Re: Racial Trait Disadvantages
Quote:
Originally posted by Cipher7071:
Clumsy:
-15% to repair
-15% to ground combat (mostly due to friendly fire accidents)
+1000 racial points
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I think you're not allowed to have more than one effect going on per trait -- ie, you can have lowered repair or lowered ground combat, but not both. I could be wrong though - can anyone confirm this?
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January 19th, 2004, 06:36 PM
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Second Lieutenant
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Re: Racial Trait Disadvantages
Aaah. I didn't realize that could be a problem. I just sort of assumed that it worked like some of the other attributes shown in the grid at set-up.
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
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January 19th, 2004, 08:55 PM
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General
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Location: Ohio, USA
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Re: Racial Trait Disadvantages
I added an 'unlucky' trait to my custom setup, trying to drastically increase the frequency of events but I've not had the patience/determination to run the tests and make certain that it works. It's a cool idea if it really works, though. Now if only he would implement the restrictions so you could prevent the combination of certain traits.
Name := Unlucky
Description := Twenty-five percent greater chance for bad events.
Pic Num := 0
General Type := Disadvantage
Cost := -500
Trait Type := Luck
Value 1 := 25
Value 2 := 0
Required Trait 1 := None
Required Trait 2 := None
Required Trait 3 := None
Restricted Trait 1 := Deeply Religious
Restricted Trait 2 := Lucky
Restricted Trait 3 := None
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January 19th, 2004, 09:03 PM
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General
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Re: Racial Trait Disadvantages
Yes, we need more abilities than can be implemented with the current code.
1) 'Non-respiratory' racial trait. This is a race that does not need to breathe, like Silicoids in MOO, and so treats all atmospheres the same -- even None! Should probably be as expensive as "Emotionless" since it's another sort of immunity.
2) 'Fragile' racial trait. A race that is so physically delicate that it cannot engage in ground combat at all. Not able to use troops, and no militia appear to defend planets when invaded. If enemy can land troops on the planet, invasion is automatically successful. Returns lots of racial points to be used on something else. (The Amon Krie are good candidates for this. How do worms operate battlemechs?)
3) 'Resistant to Infiltration' - Several types of races are considered to be 'naturally' resistant to intelligence infiltration. An ability needs to be added so that a psychic race or a 'hive-mind' race that should be very hard to infiltrate can have it and have better 'thematic' consistency.
4) 'Anarchist' racial trait -- ability to do without the "Seat of Government" (if it gets implemented) and not suffer the usual penalties. (XiChung? Norak because of religious trait?)
5) "Xenophobe" racial trait: Just like MOO, races that are "Xenophobes" would have very limited diplomacy options, but would get some racial points back to use elsewhere. (Sergetti)
Also, Emotionless should include immunity to Ship Insurrection and Puppet Political Parties. How do you 'incite' an emotionless people to rebellion? And Mechanoids should be immune to the special Psychic weaponss, Mental Flailer and Allegiance Converter. If they are machines, how does a "psychic" attack affect them?
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January 19th, 2004, 09:10 PM
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Shrapnel Fanatic
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Re: Racial Trait Disadvantages
Quote:
Norak because of religious trait?)
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Typically deeply religious nations are more dependant on a central authority than not having one.
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January 19th, 2004, 10:25 PM
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Lieutenant General
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Location: Oxford, UK
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Re: Racial Trait Disadvantages
Quote:
Originally posted by Baron Munchausen:
I added an 'unlucky' trait to my custom setup, trying to drastically increase the frequency of events but I've not had the patience/determination to run the tests and make certain that it works. It's a cool idea if it really works, though. Now if only he would implement the restrictions so you could prevent the combination of certain traits.
...
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Very similar trait caused a LOT of discussion in the AIC mod thread. Is it for real or just another advertising, non-implemented SEIV feature ? It seems to be finally real with the latest patch, but I'm still not convinced.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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January 19th, 2004, 10:28 PM
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Lieutenant General
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Location: Oxford, UK
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Re: Racial Trait Disadvantages
Quote:
Originally posted by Imperator Fyron:
quote: Norak because of religious trait?)
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Typically deeply religious nations are more dependant on a central authority than not having one. Hmm, USA is much more deeply religious nation than any in Europe, so is it more totalitarian ?
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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