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  #1  
Old May 12th, 2003, 11:26 AM
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Default Re: Minor Racial Traits

That's martians, not mechanoids! Bumbling knave of a moogle! j/k
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  #2  
Old May 13th, 2003, 01:48 AM
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Default Re: Minor Racial Traits

Edit: Removing the ideas that Fyron said were impossible , here's the stuff that I assume can work:

My ideas:
Advanced Cargo Techniques
Cost: 1000
Ship components can carry 50% more cargo
(Not only would a Cargo Bay that usually holds 100kT now hold 150kT, but all other components with cargo space - Colony Modules, Satellite/Fighter bays, etc. - would see cargo space go up by 50% too.)

Sturdy Industrialists
cost: 1000
Ship components have 120% damage resistance

Enhanced Observation Techniques
Cost: 1000
All space vehicles can see into ships at most 1 sector away
(In other words, all ships have a built in Long-Range Scanner I)

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Dingocat85:
Analysis Experts
Cost: 3000
Can analyze racial components
[This] can be done... You can make all but the basic theoretical techs non-racial. Then, other races can analyze components and gain the techs to make them. This isn't tied to any racial trait though, and can be done by all empires. You can also mod it to be based off of racial traits, but that gets very very complicated.

Hm....could you, say, give 'Analysis Experts' their own Tech tree, one that has all the racial techs, except the theoretical ones? If I worked that out right, that would give Analysis Experts - but nobody else - the ability to Analyze (but not research) all racial techs!

[ May 13, 2003, 01:44: Message edited by: Dingocat85 ]
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Old May 12th, 2003, 03:16 PM
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Default Re: Minor Racial Traits

Well, digging out my notes for Exodus (I'll have to get back to work on it soon ), I've got the following, racial-tech-based minor traits:

MEGASCALAR ENGINEERS
-- several superlarge ship/base hulls; enhanced stellar engineering (ring world /sphere world); Megascalar SY components (huge, but bigger output)

MICROSCALAR ENGINEERS
-- larger unit sizes (fighters, etc). a few combined-effect special-purpose components. Microscalar (smaller, but same output) SY components.

ADVANCED MISSILES
-- weakened nonmissile weapons, but, very enhanced missiles and torpedo weapons, also enhanced antimissile weaponry.

ADVANCED CARRIERS
-- better carrier hulls and fighter hulls. Improved fighter components and launch bays. ?slightly weakened nonfighter weaponry? Improved antifighter weaponry.

PIRATE RACE
-- enhanced ship capture. Not as big a change as in P&N, but still an option ...

ADAPTIVE TERRAFORMING -or- ADAPTIVE BIOCHEMISTRY
-- enhanced climatology and atmosphere conVersion (including a starting, *slow* AtmosCon facility?)
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Old May 12th, 2003, 08:29 PM
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Default Re: Minor Racial Traits

All good ideas, but...

Quote:
Natural Militants
cost: 1000
Planets produce 500% more militia than usual
How would you go about that one? There are no individual settings for militia, only global settings in Settings.txt.

Quote:
Communal Mind
cost: 1000
Happiness events affect the happiness of the entire Empire
You can't change what things affect your empire and what affect planets and such in regards to anger, esp. for a single race.

Quote:
Workers' Commune
Cost: 1000
Happiness affects production at a rate of 155%
This one can't be done.

Quote:
Prescience
Cost: 1000
Empire sees everything that any other empire with which it has a Trade Alliance or better sees
You can not mod the effects of treaties at all (except the maximum trade percentages, but thats for all treaties).

Quote:
Analysis Experts
Cost: 3000
Can analyze racial components

OR...

Analysis Experts
Cost: 1000
Empire gains up to 3 Tech levels after analyzing unknown technology
Option one can be done, actually. You can make all but the basic theoretical techs non-racial. Then, other races can analyze components and gain the techs to make them. This isn't tied to any racial trait though, and can be done by all empires. You can also mod it to be based off of racial traits, but that gets very very complicated.

The second level is impossible to do.

[ May 12, 2003, 19:35: Message edited by: Imperator Fyron ]
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Old May 13th, 2003, 02:21 AM

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Default Re: Minor Racial Traits

I played around for abit with more abilities similiar to the Hardy Industrialists. Example: Super Spy you gain 25% bonus to intel production or poor spy with a penalty. Play around with the costs. Several ways you can do it. Make it have higher cost than raising it the first 25 and then lower than later of simply have it be effective cost wise only after normal points are maxed out. Way to gain the extra abilities.

Part of the ballance comes in it being an all or nothing package unlike the small changes in normal ability score changes.
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Old May 13th, 2003, 11:35 PM
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Default Re: Minor Racial Traits

Quote:
Workers' Commune
Cost: 1000
Happiness affects production at a rate of 155%
Quote:
This one can't be done.
I think that it should be possible. All it really amounts to is a happiness bonus of 55%, right? Very similar to "artist" racial trait, etc.
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Old May 14th, 2003, 12:18 AM
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Default Re: Minor Racial Traits

Quote:
Originally posted by jimbob:
quote:

Workers' Commune
Cost: 1000
Happiness affects production at a rate of 155%
Quote:
This one can't be done.
I think that it should be possible. All it really amounts to is a happiness bonus of 55%, right? Very similar to "artist" racial trait, etc.

I think the way I described Workers' Commune was misinterpreted... I should have said Mood affects production at a rate of 155%.

Mood is how Happy/Unhappy a planet is: Jubilant, Happy, Indifferent, Angry, etc.

The Happiness level you give your Empire during Empire-setup only changes how likely a planet's population will be jubilant, and how unlikely it will get mad & riot.

What Workers' Commune is supposed to do, is raise the production bonus/penalty that a Planet's mood creates by 55%. For example, if you look at the Abilities of a planet whose mood is 'Jubilant', you would normally see '+20% to production from population happiness'...Workers' Commune would raise that bonus to +31%.

(I hope Fyron misinterpreted it too, and realizes that it actually can be done )
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