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December 13th, 2003, 02:24 AM
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Corporal
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Join Date: Jun 2003
Posts: 96
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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Is there a newer Version of the Eye Candy Mod?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
Location: Southern CA, USA
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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
Posts: 96
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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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December 14th, 2003, 03:51 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: New ancient unique techs
Scale mount it! Just make it really huge so you can't use it unmounted on ANY ship, then make a series of scale mounts, one for each ship size, where each ship size has a mount that makes it take up a large amount of that particular hull's space. So if you want it to take up 50% of any ship's hull space, and the size in Components.txt is 2500kT, then your scale mounts would be 1% for every 50kT of hull size, so you get a 75kT (3% of 2500kT, since an ES is 150=3*50kT) engine on an Escort, a 200kT engine on a Light Cruiser (8% of 2500kT, since a LC is 400=8*50kT, and similarly for the other ships. Just tweak the numbers for the particular sizes you want - if you want the engines to be more space-efficient on larger ships, but still not a constant size for every hull, you can reduce the mount scales for larger ships.
Now what would we have done had Aaron not put in mounts in the first patch??? 
__________________
The Ed draws near! What dost thou deaux?
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December 14th, 2003, 07:18 PM
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Corporal
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Join Date: Jun 2003
Posts: 96
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Re: New ancient unique techs
Does the AI ever use unique techs? Is that even worth considering when creating new techs?
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December 14th, 2003, 07:31 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: New ancient unique techs
Quote:
Does the AI ever use unique techs?
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Some of the TDM-ModPack AIs do.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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