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  #51  
Old January 18th, 2002, 04:31 AM
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Default Re: Space Monsters!!!

Do you guys know how to make a cloaked planet? If not, then I can tell you.
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  #52  
Old January 18th, 2002, 05:48 AM
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Default Re: Space Monsters!!!

quote:
Originally posted by Imperator Fyron:
Do you guys know how to make a cloaked planet? If not, then I can tell you.
You can put it in a nebulae with level 5 obscuring.

quote:
Originally posted by Egregius:What I still need is a speechfile with everything garbled (shouldnt be that hard),
Change the sppech file. Easy, as you said.
quote:
a way to make the AI not build anything except the monster vehicle sizes, so they dont build colony ships, and a way to make the AI use ONLY the monster tech, not anything else (thus any research they do should be moot).
This is also not too much of a problem. The colony ships part is easy. Simply remove any designs calling for colony components. The other stuff is nto as simple, but it can be done. You could do it through the ship designs as well, but it will take some trial and error to keep it from choosing standaard components in csome cases. You can also do the idea mentioned before where every non-monster has a special non-monster racial trait. That way the monsters wouldn't have any access to the non-monster components. That would be less trial and werror, but a lot more work, unless you use a patching program like SJ has.
quote:
And to figure out how to get the ai to actively harvest organics from various places while spawning new vehicles from there.
And a way to get them to attack occasionally, but not all-out suicidal, with or without home-planet.

These two I am not too sure about. I have heard that the AI won't do remote mining beacuse of a bug. Never tested it myself. Also the ai not doing anythign after there planets are destroyed may not have a solution outside of a patch.

Geoschmo

[ 18 January 2002: Message edited by: geoschmo ]

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  #53  
Old January 18th, 2002, 06:01 AM
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Default Re: Space Monsters!!!

quote:
And to keep the monsters alive longer, give them very strong planet based shielding from the get-go... even if they are discovered, the most a player can do is intercept the enemy ships as they're manufactured... er, born.
3 words: Null Space Projector
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  #54  
Old January 18th, 2002, 03:45 PM

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Default Re: Space Monsters!!!

"You can also do the idea mentioned before where every non-monster has a special non-monster racial trait. That way the monsters wouldn't have any access to the non-monster components. That would be less trial and werror, but a lot more work, unless you use a patching program like SJ has."

I'll stick to figuring out design creation =)

BTW can't you just add a cloaking device (level 4, so late game they can be found) to the homeworld, and put it in the standard space-monster tech and the standard homeworld construction?

[ 18 January 2002: Message edited by: Egregius ]

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  #55  
Old January 18th, 2002, 04:19 PM
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Default Re: Space Monsters!!!

quote:
Originally posted by suicide_junkie:
3 words: Null Space Projector


As I remember from separate discussion, planets (weapon platforms at least) do not have separate shields, all shield and armour points go directly to the structure. Because of this, organic and crystall armour and shield regenerators do not work, but as a benefit, null-space and pnase-polaron beams lose shield-piercing.

Oleg.
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  #56  
Old January 19th, 2002, 04:44 PM

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Default Re: Space Monsters!!!

quote:
Originally posted by Gryphin:
Just wondering:
Would Space Monsters attack each other? If so, would you want to or could you design this out of them? I think I dreamed about this Last night.



Not unless you make two different space monster-races. I can imagine a crystalline space-monster race, but question would be how they would be different from the Cryslonites themselves.
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  #57  
Old January 19th, 2002, 06:47 PM
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Default Re: Space Monsters!!!

quote:
As I remember from separate discussion, planets (weapon platforms at least) do not have separate shields, all shield and armour points go directly to the structure. Because of this, organic and crystall armour and shield regenerators do not work, but as a benefit, null-space and pnase-polaron beams lose shield-piercing.
Sort of... Platform shields become planetary internals, but planetary shields remain shields.
You can make the planetary shields phased, but null space will always skip them.
Platforms and defending troops/militia will get damaged by null space, and then troops can be dropped to capture the planet.

The platforms might not be replaced by the AI, and facilities can still be destroyed.

Is it possible to make a level 5 planetary/sector cloak part of a facility? If not, put it on thier bases, so that players can only destroy monster infrastructure with a nova bomb (sun buster)
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  #58  
Old January 19th, 2002, 10:18 PM

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Default Re: Space Monsters!!!

Egregius, Yes, that is what I ment. If there were more than one space monster race. I guess it never occured to me that there would be just one. Just thinking outside the envelope.
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  #59  
Old January 20th, 2002, 02:17 AM

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Default Re: Space Monsters!!!

Just wondering:
Would Space Monsters attack each other? If so, would you want to or could you design this out of them? I think I dreamed about this Last night.
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  #60  
Old January 20th, 2002, 03:26 AM
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Default Re: Space Monsters!!!

quote:
Originally posted by suicide_junkie:
...Is it possible to make a level 5 planetary/sector cloak part of a facility? If not, put it on thier bases, so that players can only destroy monster infrastructure with a nova bomb (sun buster)


Haven't checked myself, but I read (somewhere) that sector cloak doesn't work on facilities.

Making a sun destroyer the only means of killing the monster planet seems like the best solution. Totally gets rid of the capture problem.

I am currently running some preliminary test with monsters. Looks pretty good .

Rollo
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