.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 12th, 2003, 03:16 PM
Pax's Avatar

Pax Pax is offline
Second Lieutenant
 
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
Pax is on a distinguished road
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?)
__________________
-- Sean
-- GMPax

Download the Small Ships mod, v0.1b Beta 2.
Reply With Quote
  #2  
Old May 12th, 2003, 08:29 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
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 ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old May 13th, 2003, 02:21 AM

Cyrien Cyrien is offline
First Lieutenant
 
Join Date: Sep 2000
Location: Texas
Posts: 626
Thanks: 0
Thanked 0 Times in 0 Posts
Cyrien is on a distinguished road
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.
__________________
Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
Reply With Quote
  #4  
Old May 13th, 2003, 11:35 PM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
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.
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
  #5  
Old May 14th, 2003, 12:18 AM
Dingocat85's Avatar

Dingocat85 Dingocat85 is offline
Corporal
 
Join Date: Apr 2003
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
Dingocat85 is on a distinguished road
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 )
__________________
Do it, or I'll do something mean & unexpected.
Reply With Quote
  #6  
Old May 14th, 2003, 06:12 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Minor Racial Traits

No, I interpreted it correctly. It is still not possible. You can only mod the global settings for happiness effects. All races get the same modifiers from happiness levels.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old May 14th, 2003, 07:49 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Minor Racial Traits

"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."

heh. If you're sneaky about it you can tie it to racials. Make THREE racial techs. One is available to anyone, one is Organic (for example) and one is the Analysis tech.

Organic weapons require:
Organic 1-5 (captureable racial)
Organic Weapons 1-10 (organics racial)

So the Anaylsis guys can't get the real thing. Then you mod in this..

Analysis Weapon X requires:
Organic 1-5 (needs a captures ship)
Analysis Tech 1-10

Since the ordinary empires can't get Analysis tech, they can't build the copies. And since the Analysis people can't get Organic tech without capturing an Organic ship, the trait works.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:05 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.