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  #1  
Old September 8th, 2007, 07:13 AM

AstralWanderer AstralWanderer is offline
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Default Re: Small Mod Experiment

Quote:
narf poit chez BOOM said:
'Palace' facility. No requirements for what it does.
In a similar vein, Brothel!

More seriously, how about a research lab component that provides extra RPs when placed near an astronomical anomaly like a black hole? That would provide one good use for those systems!

Another would be a diplomatic station (a la Babylon 5) which can provide trade income and (perhaps) small diplomacy/intelligence bonuses with "nearby" AI races.
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Old September 8th, 2007, 08:52 AM

se5a se5a is offline
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Default Re: Small Mod Experiment

does the "one per empire" thing work?
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Old September 8th, 2007, 09:46 AM
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Tnarg Tnarg is offline
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Default Re: Small Mod Experiment

I would still like to see a "Soylent Green" facility modded in. Turning population into organic resources for those races that like to eat their victims or would rather use their captured victims to help with their new organic ship hull construction.

1.Could only be place on a planet that has more than one type of population.

2.Consumes 1 population per turn and produces 1000 organics
Consumes 5 population per turn and produces 8000 organics

3.Empires that utilize these facilities automatically take angery diplomacy points from all other empires.
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Old September 8th, 2007, 01:00 PM
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Default Re: Small Mod Experiment

Quote:
AstralWanderer said:
Another would be a diplomatic station (a la Babylon 5) which can provide trade income and (perhaps) small diplomacy/intelligence bonuses with "nearby" AI races.
Funny you mention that, here's a similar idea I posted a while back at se5.com:
http://www.spaceempires5.com/en-US/node/2684

Should be possible with the next patch now that we have the facility count functions! Has some details that need to be ironed out but it might prove viable at some point...
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Old September 8th, 2007, 01:17 PM

Raapys Raapys is offline
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Default Re: Small Mod Experiment

Space Monsters!
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  #6  
Old September 8th, 2007, 02:29 PM
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Tnarg Tnarg is offline
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Default Re: Small Mod Experiment

Quote:
Raapys said:
Space Monsters!
Yes Space Monsters, both the roaming kind like we saw in SEIV, and stationary guardians like in MOOII

Different styles too:
1. Swarming insectoid types with hundreds of smaller units or fighter style critters or bots.
2. Massive Planetary sized roaming gas or energy balls that devour planets and the only way to defeat them is with incrediably high research points in a system. (a working implementation of ships with Research Labs and research point abilities) (Isn't Fyron working on some sort of system organic infestation in his mod - could this be worked with a bit to find a way to eliminate it, and come in different sizes: planetary, system wide, roaming, spreading like a plague)
3. Standard behemouths that wreck havoc on shipping lanes and require an entire fleet to take out.
4. Monsters that could actually be harnessed through the Pyshic trait or massive amounts of boarding parties.
5. Guardians of Gaia style planets.
6. Monsters that are unleashed by landing on a planet with ruins. (Could be a plague or a standard monster in the form of planetary troops that makes inhabiting the planet treacherous until troops are called in to take the critter out.
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Old September 8th, 2007, 08:07 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Small Mod Experiment

Quote:
Tnarg said:

Yes Space Monsters, both the roaming kind like we saw in SEIV, and stationary guardians like in MOOII

Different styles too:
1. Swarming insectoid types with hundreds of smaller units or fighter style critters or bots.
2. Massive Planetary sized roaming gas or energy balls that devour planets and the only way to defeat them is with incrediably high research points in a system. (a working implementation of ships with Research Labs and research point abilities) (Isn't Fyron working on some sort of system organic infestation in his mod - could this be worked with a bit to find a way to eliminate it, and come in different sizes: planetary, system wide, roaming, spreading like a plague)
3. Standard behemouths that wreck havoc on shipping lanes and require an entire fleet to take out.
4. Monsters that could actually be harnessed through the Pyshic trait or massive amounts of boarding parties.
5. Guardians of Gaia style planets.
6. Monsters that are unleashed by landing on a planet with ruins. (Could be a plague or a standard monster in the form of planetary troops that makes inhabiting the planet treacherous until troops are called in to take the critter out.
We requested all of this and more. MM was just swamped with bugs and other problems, and had to abandon many planned new features like "heros" as well as Space Monsters. It sure looks to me like modders could implement a pretty good approximation of several of these types of Space Monsters with the advanced scripting abilities of SE V, though... maybe a random event or two could be setup to 'introduce' them, as well.
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Old September 8th, 2007, 09:33 PM

Raapys Raapys is offline
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Default Re: Small Mod Experiment

I don't think anything like Space Monsters is actually possible at this time, though. The scripting abilities are powerful, but also limited to the relatively few functions available( none specifically made for this purpose, to my knowledge ).

As far as I can see, it would require a Neutral side/player that could exist without owning any planets or ships. It would also require the ability to create space objects for that Neutral player, preferably both at game creation and in turn processing( so we would have some monsters there from the start, others coming in while playing ).
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Old September 9th, 2007, 01:08 AM
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Default Re: Small Mod Experiment

Fyron, is it possible to make a race that has the Organic Racial trait immune to the effects of an Organic Infestion Systems (I think that is what it is called?). Possibly even have a race with the Organic Racial trait gain a bonus in organic construction in these systems. If it is possible, or could be if the right scripting possiblities were later implementd in a future patch, why stop there?

More unique system types:
1. Temporal Rift Systems, all ships of races except those that have the Temporal Racial ability suffer xxx amount of damage per turn. Races with Temporal Racial trait are immune to this damage and gains a system wide +1 movement speed due to the unique properties of the many temporal rifts in this system.

2. Religious Holy Land Systems, all ships and troops of those races except those that have the Religous Racial ablility suffer a -50% combat ability due to troop morale being so low because they beleive the system as a bad ommen or just unlucky. Races with the Racial abiltiy receive 25% combat bonus from an increase in morale because they beleive this system to be their holy lands and a system happiness increase.

3. Magnetar or Neutron Star Systems - all ships of those races except those that have the Pyschic Racial ability suffer random movement due to intense magnetic waves disrupting normal brain activity. Races with the Pyschic Racial ability actually benefit from this magnetic force and are able to focus their thoughts onto these magnetic pulses and gain a 25% combat and production and research efficiency bonus in this system (????)

4. Plagued System - all planets in this system suffer from an excotic system wide plague, only races that have the Mechanoid Racial trait may safely populate these planets.


Probably not feasable, but I thought I would throw it out there.
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