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September 5th, 2001, 01:38 AM
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Corporal
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Join Date: Dec 2000
Location: Procyon III
Posts: 101
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Re: PCMod under construction. Permissions needed.
The Ultimate MOD is only 10% Complete!?!?!? Man it uses enough of my memory as it is! and that will be one BIG download. GOOD!!!!
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Grand Admiral Dravis
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<SEIV Code>
L>L* GDX $? Fr! C-- SdS T!+ Sf* Tcp A% M++>M+++++ MpH RTY Pw++ Fq>Fq+++ Nd+++ Rp++ +/2 G%
</SEIV Code>
__________________
Grand Admiral Dravis
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We are all bound by our experiences. They are the limits of our consciousness.
But in the end the human soul will ever reach for the truth...
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September 13th, 2001, 09:58 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: PCMod under construction. Permissions needed.
here is a feature list so far. stats on individual components are still being ballanced.
psychic 1500
adv psychic 1000
-telekenitic shields
-psychic intel facility and nexus(system facil)
-collective thought nexus (system research facil)
religious 1500
adv religious 800
-portable death talisman, i hope
-blight bombs
-missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers)
temporal 1500
adv temporal 1500
-temporal spaceyards (spaceborne)
-temporal engines
-portable events predictor
-stasis armor
crystal 1500
adv crystal 800
-new crystal weapons
-crystal stealth armor
organic 1500
adv organic 1500
-new organic weapons
-organic ships and components
-organic growing yards
planet bound:
no advanced spaceflight (requirement for larger hull sizes, some engine classes)
no space shipyards
spaceborne:
no colonization
advanced spaceflight
space shipyards
(note that planet bound & spaceborne will be 0 points, and should both be taken for a normal player)
PR:
-crossover crew converting seeker, broadcast prerecorded religious visions.
PT:
-baddass crossover singularity weapon
PC:
-crystal thought transmitter, healing crystals transmit good thoughts thru a system
PO:
-psychic anti-boarding armor
-telekenitic armor (provides TK shields)
RT:
-spiritual crew quarters
RC:
-crystal fertility shrine: religious hippies get worked up about this crystal shrine, and breed like crazy. happy bonus too
RO:
-zealot drop pod
TC:
-time accelerated stelar harnass, crystal stellar resource gathering into a pocket of accelerated time to increase collection volumes
TO:
-time lapse growth facilitator (organic resource booster)
CO:
-organic crystal armor
-crossover weapon
advanced everything:
-allows research of Applied Science Fiction Lore, granting access to the Sci-Fi Canon. (i lied when i said it would not be in the mod, but it will take decades to build)
STANDARD TECHS:
armors:
-tachyon dampners, as typical
-ablative armor, smallest armor, per devnull
-plasma armor, slightly larger armor, more efficient and higher cost. tweaked Version of the P&N plasma armor.
-neutron armor, not quite as good as other advanced armors, but far less repair heavy
-racial armors, as described above
-buckytube kept, prerequisites added before advanced features can be obtained. also requires nanotech
nanotech:
-allows buckytubes
-nanofactories, prohibitive research costs, very efficient repair at 1/component.
-nanodisassemblers, weapons in missile, cannon, and torpedo form. (low on the list of things to do)
-allows GAP nano-treated pants (isnt that shameless? did you hear about that silly stuff?)
cloaking:
-asteroid fields, provide level 2 passive EM
-stealth armor, provides levels 2-4 passive EM
-active offsource dispersion cloak, provides levels 2-4 active EM, psychic, temporal
-gravetic cancelation field, provides 2-4 gravetic cloaking
-sensors stay the same
shields:
-shields, phased shields, shield generators, regenerative shields, and hardened generators -are all being tweaked and slightly reworked
supplies:
-fighters use less supplies, and their engines therefore carry less.
-quantum reactors have prerequisites in the engines field, and are also much bigger.
ships and movement:
-most devnull hull sizes used
-battlemoon stolen from P&N
-movement system stolen from P&N and slightly shifted to allow fewer engines.
-no bonus movement. solar sail kept as a supplyless, slow engine. it does store a tiny bit and charge from solar power incase all supplies are used in a fight. that way its movement will stay above 1
-inertialess drive added above quantum engines
-temporal probability drive in the adv temporal tree.
-more emphasis placed on combat movement. various tactical drives added as Versions of their interstellar counterparts.
weapons:
-standard missile sizes used
-devnull missiles added
-P&N heavy bombardment renamed to shield bombardment to avoid conflict with the original
-devnull point defense systems added
-devnull destinction between fighter PD and missile PD kept, and refined.
-advanced racial and crossover weapons added
ship and base components:
-engineering bay kept, construction and bridge component removed
-battle bridge kept, tweaked
-astrometrics bay added, low level active and passive EM scan
-construction dock added, enables small construction and retrofits
-dry dock, massive and very expensive base-only construction facility. better than planet based.
-noncombattant ships and bases reworked for general purpose construction or mining, poopey combat modifiers. tried to make them standard noncom ships rather than kludgey purpose-built hull sizes.
stellar manipulation
-maintained the destinction between monolithic construction and SM.
-currently resisting the urge to create very costly research projects leading to fighter based SM
-original monoliths used
applied political science
-leads to riot suits, troops big enough to hold a cockpit, similar to the drop troops but not good for combat.
construction:
-mineral heavy construction yard available at a higher cost
-organic heavy construction yards available to advanced organic races
races:
-expanded race cultures list shamelessly stolen
-negative racial traits added
-currently hunting for formations to steal
events:
-events mod shamelessly stolen
mines:
-specialty mines dropped in (engine, weapon, null) but at higher cost, and larger warheads. prerequisites for all.
-mine scanner got the axe for play ballance reasons
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 13th, 2001, 10:57 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: PCMod under construction. Permissions needed.
Woo - like the look of this. I am a big Devnullmod player, so I think I will fit right into this new mod.
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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September 13th, 2001, 02:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: PCMod under construction. Permissions needed.
quote: -missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers)
Which are currently not operational, due to SE4 not even checking for the "capture ship" ability on units. You'll have to wait for these to become useful in a future patch.
Be sure to add in the PD repulsor!
- whatever cost you like
- picture # 147 (Repulsor beam on a small turret)
- 5 KT, or so
- 1 damage ("pushes target")
- 1 range
- 1 reload
4 of these can hold off a single low tech missile group indefinitely. Any number of them will reduce damage from plasma missiles, and they also help to keep fighters from ramming you.
[This message has been edited by suicide_junkie (edited 13 September 2001).]
__________________
Things you want:
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September 13th, 2001, 04:29 PM
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Corporal
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Join Date: Nov 2000
Location: Helsinki, Finland
Posts: 99
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Re: PCMod under construction. Permissions needed.
A couple of suggestions...
Sector Cloaking Device. The Ability Sector - Sight Obscuration works on planets and components, it cloaks planets too. I think that every Sector wide ability in the Abilities.txt file works on components, not sure of this though. Especially Sector - Damage might me interesting on a ship  .
From system wide abilities atleast Planet Value Change - System works on components. Possibly the others work too.. i havent tested them yet.
Components based on these might be nice to see in mods.. though i could imagine that they would cause serious balance problems if not handled correctly...
btw, that point-defense repulsor component idea rocks...
[This message has been edited by HreDaak (edited 13 September 2001).]
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September 13th, 2001, 08:00 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: PCMod under construction. Permissions needed.
quote: Originally posted by suicide_junkie:
Quote:
-missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers) Which are currently not operational, due to SE4 not even checking for the "capture ship" ability on units. You'll have to wait for these to become useful in a future patch.
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i swear that i remember using them in the Andromeda scenario. I dont think that i imagined it, but i will have to double check now. thats alright tho, we will just give the religious something else. maybe they can disbelieve things and turn oncomming missiles into nothingness 
since everyone is so keen on them, i will sneak the point defense repulsor in there too.
system abilities on ships is something that i toyed with a long time ago, and the cloaking never worked quite right. you cant make planets disappear, but you can make them seem unpopulated. you can also prevent them from being attacked, which is slightly silly.
system wide value changeing components might be a tad powerful, but if they were put under advanced religious, and the trait cost was upped, and they were sufficiently hard to research and build, it might be okay.
Since I am doing alot of the balancing with research costs, a high tech game might find most of the people taking similar traits.
[This message has been edited by Puke (edited 13 September 2001).]
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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September 14th, 2001, 12:27 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: PCMod under construction. Permissions needed.
quote: thats alright tho, we will just give the religious something else. maybe they can disbelieve things and turn oncomming missiles into nothingness
Or whales. Or pots of petunias.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
[This message has been edited by capnq (edited 13 September 2001).]
__________________
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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