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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old August 20th, 2003, 05:39 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Coming Soon:

Seeker Mod (needs a better name)

*I'll start it a standalone mod, but eventually add all the Bio-Psych stuff. I'll be testing them together soon.

*Purpose is to increase the use/value of seeker weapons throughout the game. I've often seen people say that seekers couldn't compete with direct fire because of mounts and shield/armor skipping abilities.

Changes in brief:

*Changed torpedo to seeker causing 50% more damage than CSM, slower speed, slower reload,and slightly less range than CSM. Also increased size of Torps to 60kt.
*Added Large, Heavy, and Massive Mount CSM, Anti-Matter, and Quantum torpedo. These are components (not actual mounts) designed to reflect using these weapons on mounts. I simply swapped the structure increase of the weapon to be the seeker damage resistance. This creates large, fragile, expensive mounts that allow seekers to absorb PD fire and do huge damage.
*Changed Quantum torpedo to be skip normal shields, with added tech req
*Added several seeker comps from other mods, and slightly tweaked them. These include the Light Missile System from Proportions and the Sprint and External Mount missiles from Devnull
*Added hyper-kinetic missiles as beefed up Sprint missiles that skip armor
*I made it so that the seeker player can choose between a variety of weapons. Offered weapons that have a 1,2,3, and 4 reload time. Coupled with the mount comps, this gives you many choices.
*Also added many PD comps from several mods,and toned down the bonuses slightly. This creates the ability to create layered point defense at short, medium and long range.

*Added Advanced Robotics Racial Trait/Tech (my first attempt)
*Grants several new vehicle types including the Probe, Observer Satellite, Sentinel Droid (fighter-type), and Sentinel Mobile Bases.
*Access to smaller/sooner Master Computers
*Robotic Repair Nodes
*Robotic Launch Bay
*Some virus defenses

[ August 20, 2003, 16:41: Message edited by: KnidVermicious ]
Reply With Quote
  #2  
Old August 25th, 2003, 09:40 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Bio-Psych Mod v1.16

Propaganda Center III requires Applied Political Science 2 instead of 3.

War Morale Center I-III all have 6 for damage bonus, and there is no description for that ability or mention of it.

Death Ray II requires level 1 technologies.

The ability descriptions for the troop components that have Bridge ability need to be changed to reflect that instead of saying "None."

The "New Components" and such files seem rather out of date...

Btw, I added this to Adamant Mod (with credit ofc). Hope you don't mind.

[ August 25, 2003, 09:40: Message edited by: Imperator Fyron ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old August 25th, 2003, 03:17 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

Feel free to use it, Fyron. Thanks for all of your help. Life is getting a little hectic right now, so I won't get around to updating the mod for some time.
Reply With Quote
  #4  
Old August 25th, 2003, 03:35 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Bio-Psych Mod v1.16

OK, I lied. I forgot I had the modfiles here at work. So here is v1.16 with just minor bugfixes. Thanks, Fyron.

Text1061818343.txt

Data1061818302.zip
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 09:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.