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December 13th, 2003, 12:04 AM
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Corporal
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Join Date: Jun 2003
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New ancient unique techs
I am interested in adjusting the current unique techs and adding some more. I have a few ideas bumping around, but I want to be sure I don't make anything too unbalancing.
I've looked at some of the techs in Adamant mod, but I'd rather not have extra research after you get them. I was thinking of putting some of the stellar manipulation techs in as unique to let empires get them early. Any words of warning? What should I be careful with? I'm mostly concerned with how the AI will react, because that's my usual opponent.
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December 13th, 2003, 12:15 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New ancient unique techs
Look at the Eye Candy Mod on your Gold CD. It has a lot of new unique techs in it. I suggest starting off with it, or at least using some of it.
I suggest making the SM you get from ruins be weaker than level 1 of the appropriate tech that costs research. So, a planet builder would only make tiny planets or some such. Perhaps make them have a 100% increase in ship maintenance ability as well, representing the fact that your people do not really understand the devices they are using, so are using them poorly so they have increased maintenance. Also, I suggest not giving any of the higher level SM from ruins. Star Destroyers et all drastically change the balance of the game, and the only defense against them requires level 10 in shielding (other than guarding every single star...).
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December 13th, 2003, 02:24 AM
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Corporal
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Join Date: Jun 2003
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Re: New ancient unique techs
Is there a newer Version of the Eye Candy Mod? The one on my cd doesn't have any component or tech changes, just colonytypes, and name changes.
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December 13th, 2003, 03:01 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: New ancient unique techs
Whoops! Wasn't the Eye Candy Mod. It was a "Unique Techs" mod that is for classic SE4 (easy to convert to Gold, just find/replace Vehicle Types and Target Types entries). I have uploaded it to SpaceEmpires.net *here*.
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December 13th, 2003, 07:34 PM
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Corporal
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Join Date: Jun 2003
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Re: New ancient unique techs
I originally started thinking about new uniques because I wanted to add a planetary defense cannon to the Planetary Assault mod.
Currently I'm thinking of adding:
Planetary Defense Cannon (weapon platform and nasty long-range but slow recharge anti-ship weapon)
Ancient monolith-monoliths, hopefully not unbalancing
Advanced missiles-'cus I think they should be tougher
Ancient cloaking device-powerful, but large, expensive and supply guzzling
Some kind of scanner coupled with a minesweeper
Any thoughts?
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December 14th, 2003, 02:36 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: New ancient unique techs
A good one would be some sort of super engine -- mabye 24 movement points, that had a kt such that it almost completely filled a ship. Yes, it's a blantant ripoff of Larry Niven's Quantum IV hyperdrive.
But then there's a balance problem -- how big should it be. If you needed a baseship, then you'd be waiting forever to use it, making it useless. But if it were smaller, you could build a fleet around them.
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