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  #1  
Old August 16th, 2001, 03:31 AM
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Default Re: Some of my ideas and questions

FYI, I'm gonna switcheroo the Nomads, and remove their resource ships.
This should make them more like what I think you're talking about.

They have no resource ships, so they can only remote mine, use the basic production (500 in P&N, 200 normally), capture & scrap ships, or go mercenary.

Instead, they'll get the opportunity to use 1% maintenance ships. (Despite the 5% limit )
This will be included as a component, so the nomads should be able to use normal hulls at 1% maintenance, and things will be awesome.
Note: the nomads will be able to sell/get captured/give these ships to other races, and the others will enjoy the 1% maintenance greatly.

Quite a big bargaining chip for a merchant nomad.

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  #2  
Old August 16th, 2001, 10:18 PM
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Default Re: Some of my ideas and questions

Well i may do that but my spae monsters all generate money from planets and hivebases
but i hav ea question can you set a special facilty that builds a ship and only that ship because a Psionic nexus is built at a psionic r&d lab.and here is a breif list of some of the new species thingieys in my mod

Pirates
Mercanarys
Space MOnsters
Primitive species
Nomads
Omnipotent Species
Corparations

ANy ideas for these would be aprecieated especioally corparations components and ships


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  #3  
Old August 16th, 2001, 11:21 PM
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Default Re: Some of my ideas and questions

I mean, for mercenaries, the extremely low maintenance would be good, since then you could eliminate their ability to build resource facilities. They would then be dependent on outside contracts to make money.
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  #4  
Old August 16th, 2001, 11:33 PM
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Default Re: Some of my ideas and questions

not a bad idea.i need a way to stop peeps from obirtal bombardments on the primitive species i am thinking about a Spirit Gaurd sort ofthing that would prevent it that way if you wish to defeat them you send down infantry or troops.what about an emp shockwave sort of weapon how could one go about disabling a ship?and as for the primitive species heres some of my stuff for them

Components for infantry

Bone club
Stone Bow
Wooden bow
Bare hands:weak but takes up no space and only one per infantry all species have these
Stone dagger
Stone sheild


Facilitys
Minerals Cave
Farm
Coliseam:makes them happy but lowers population
Spirit Guard


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Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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  #5  
Old August 16th, 2001, 11:43 PM
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Default Re: Some of my ideas and questions

OH AND a NEW IDEA Mobile Planets
its a 6000 racail trait that gives you acess to a Mobile planet (not to be confused with a 9000KT PLanetoid)this is just a planetoid that has a zero maintanence cost and generates a lot of minerals now you ask what si the downside...no colony ships,so tel me what you think
BTW i made my battlesun bigger its now
1,000,000,000 and costs 1,000,000,000 radioactives and 9999 minerals and requires that you have a max tech in ship construction,base construction,Steller manip,Sun utilization.

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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  #6  
Old August 17th, 2001, 01:17 AM
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Default Re: Some of my ideas and questions

quote:
Bare hands:weak but takes up no space and only one per infantry all species have these
Try just giving the "cockpit" component a weapon, described as bare hands. You can then add your shield or bow.

BTW, how the heck does one operate a stone bow & arrow set???

quote:
this is just a planetoid that has a zero maintanence cost and generates a lot of minerals now you ask what si the downside...no colony ships
You do realize that that will require players to not choose a "normal" trait during race design...

As for the sun stuff, you are really getting overkill there. Bigger is not always better, and in this case, your enemy would have to counter-attack with more DNs than can fit in a tactical combat screen.
You've already gone past the hardcode limits on "constructed extraterrestrial phenomena" for fairness.
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  #7  
Old August 17th, 2001, 01:27 AM
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Default Re: Some of my ideas and questions

i am well aware that bigger is not better the battlesuns for one thing arent as big as they are ounce you have 100 engines to move one space with a limit of 200 engines plus the 100 crew quarters,the 100 life support systems,the fact it has to be built in space,the cost,the research costs and other expenses like the weapon platforms in order to make it hit its a very impractical ship plus since its sooo slow you mainly use these monsters for defense against omnipotent species thats the reason i added them because otherwise you dont stand a chance against omnipotent species unless you get another omnipotent speceis to help you besides after all those rquirements youre better off using 10 planetoids and i made an error the new size and cost is
1,000,000 not 100 million my mistake sorry so all and all its not as unbalenced as you think plus i forgot to mention in my mod i added an empty space system with is just that because every system is not populated so in my mod space travel is Very dangerous and ardious when you consider you are avoiding piragtes,mercanarys,space mosnters,omnipotent species and when you do orrather if you find a planet it may be inhabited by mean primitive aleins so when you send ships out make sure they have a LOT of supplies or elsetheyll join the cosmic wind........

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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