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Old June 20th, 2005, 06:42 AM
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Default The End of Galactic Civilization..... Mod!

Yesterday, I was just reading back old pages of Schlock and came across one episode (I can't remember exactly which, and I can't find it again ) in which Petey speaks about the fact that a war with the Gatekeepers would inevitably cause the collapse of any and all galactic civilizations. This made me think.

Moreover, this made me mod.

The "End of Galactic Civilizations Mod" is currently very much under construction, but I'm posting already because I'd like to get some opinions and ideas to put into the mod.

General outline:

The mod (best started at Medium or High tech level, to represent its purpose better) places the player in control of an empire that has been traversing space for a long time already. At Medium start, most technologies are already researched, putting the player in a position of leader of an Empire which already has fairly highly advanced technology.

To emulate the "galactic civilization" thing, the player will be able to choose from a wide variety of options in various areas. To take an example, Bridges (All bridges have Self-Destruct ability and boarding defense):

-Civilian Bridge. Smallest and cheapest bridge but gives enormous penalties in combat. Best suited for civilian ships. Boarding defense bonus of 5.
-Military bridge. Like the stock bridge only +10 attack bonus, to reflect the fact that the crew has been trained. Boarding defense bonus of 20.
-Mercenary Warship Bridge. Largest and most expensive bridge. Gives 40% offense and 20% defense bonuses. Boarding defense bonus of 40.
-Deep Space Ship Bridge. Best suited for deep-space exploration ships. Contains a Crew Quarters and supply storage. Boarding defense bonus of 10.

These are just the bridges I already have.

There will be a lot of specialty components, including many types of weapon lockers for boarding defense - and offense. You'll have a lot of specialized weapons systems, and all ship sizes are useful throughout the game. You can field tiny, super-fast deepscout ships, larger, slower, long-ranged deep space exploration vessels, hit-and-run strike craft, massive merchant vessels and enormous, lumbering warships with weapons that can vaporize small ships in a single shot, shields or no shields.

Well? Opinions, suggestions, ideas? Please?
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Old June 20th, 2005, 11:00 AM
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Default Re: The End of Galactic Civilization..... Mod!

er, maybe I missed something in your description, but how exactly does this mod simulate the end of galactic civilization?
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Old June 20th, 2005, 11:34 AM
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Default Re: The End of Galactic Civilization..... Mod!

Those are some dangerously large combat bonuses. I forsee noone ever selecting anything less than merc. bridge for all combat ships.
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Old June 20th, 2005, 02:40 PM
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Default Re: The End of Galactic Civilization..... Mod!

Kevin: Forgot to put that in the post, and is not yet implemented (as I'm not working on weapons yet), but..... well, lemme explain this.

If you start at Medium or High tech (I recommend Medium), you already have a lot of powerful technology. You will have highly destructive weaponry, large warships which can actually hold multiple planet killer weapons, you have enormously powerful orbital bombs, etc.

This way, when a war breaks out, horrific technology can be deployed on both sides. Planets will be blown up like fireworks on the 4th of July, sunkillers will decimate population, fleets of warships duke it out in what will eventually (probably) become a mutual annihilation. Think of it as the nuclear stalemate between the US and the Soviet Union in the past half century. (Lovely to be able to say that.....) If any side were to openly attack the other, nukes would probably come into play at some point, at which point they would wage a war of mutual annihilation. Now, you can have small border conflicts (I'm talking about the mod), but once you're deploying large attack forces and start pushing into the enemy's territory, super-weapons will come into play. From both sides. And once the solar nukes start flyin', people'll start dyin'.

Oh, did I mention that it will be a roleplay mod?

Fyron: Compare.

-Civilian Bridge.
10kT, cost 200mins. Good for civilian vessels to cut cost and increase available hull size.

-Military Bridge.
50kT, cost 1Kmins, 200rads. Good for small to medium-sized warships.

-Mercenary Bridge.
150(!)kT, cost 3.5Kmins, 1Krads. Considering the fact that this is an extremely large bridge, it's mainly useful - nay, only useful - on large warships. I'm probably going to add penalties to this bridge too.

Oh, did I mention that it will be a roleplay mod?

edit: Btw, does negative "Resource Generation - Minerals" work?

edit2: Can I stick cargo bays on fighters?
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Old June 20th, 2005, 03:01 PM
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Default Re: The End of Galactic Civilization..... Mod!

I believe negative resource generation does work, at least if you're talking about the new 1.91 abilities that produce resources out of thin air...
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Old June 20th, 2005, 03:11 PM
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Default Re: The End of Galactic Civilization..... Mod!

Quote:
Strategia_In_Ultima said:
edit2: Can I stick cargo bays on fighters?
You could try, but they wouldn't have any effect. Units cannot carry cargo.
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Old June 20th, 2005, 04:52 PM
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Default Re: The End of Galactic Civilization..... Mod!

If you make Life Support Systems use supplies, does that mean that the supplies are subtracted from the total each turn?

What uses are there for a "support fighter" besides repair and supply transport?
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Old June 20th, 2005, 05:14 PM
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Default Re: The End of Galactic Civilization..... Mod!

Life support systems can't use supplies. It just doesn't work.
I think Captain Kwok or Atrocities tried something like that for the Star Trek Mod, and all it did was confuse people
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Old June 20th, 2005, 05:19 PM
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Default Re: The End of Galactic Civilization..... Mod!

Soooo..... If I want a component to passively use supplies every turn without doing anything, what should I do? Is there an Ability that will work when its value is set to 0 or something?
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Old June 20th, 2005, 05:42 PM
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Default Re: The End of Galactic Civilization..... Mod!

Unfortunately, no
Well, you could always try a negative solar supply generation, but I can't guarantee that would work, and it would also depends on teh number of stars in the system...
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