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  #1  
Old January 26th, 2002, 08:36 PM
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Rollo Rollo is offline
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Default Re: Space Monsters!!!

quote:
Originally posted by suicide_junkie:
Actually, setting the lifesupport requirement to zero will make a hull without lifesupport valid, but you will still lose 3/4ths of your movement because you have no lifesupport components.

Just make a "Heart", "Brain" and "Nerve Tissue" to function as Lifesupport, bridge and crew quarters.



Yep, that is true. I forget to mention that all monsters treated that way should have a built-in master computer in the hull (which is a good idea against psychics anyway).

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  #2  
Old January 26th, 2002, 09:23 PM

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Default Re: Space Monsters!!!

http://se4kdy.cyberwars.com/temp/monstercomps.zip

Here you have a couple of components (couldn't find the old ones and just modeled these) + a preview of the dragon shipset you can use (I'll give you a few more dragon sizes soon).


I had fightes that didn't require life support in the SW mod and they seemed to work fine. Maybe it's no the same with ships.
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  #3  
Old January 26th, 2002, 10:22 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Space Monsters!!!

Units can't lose lifesupport without being totally destroyed, so SE4 dosen't check them, I guess.

If you want ships that don't need lifesupport, try giving the ability to the bridge component.

PS: Make a some Minis for those images, and I'll add 'em to the image mod.

[ 26 January 2002: Message edited by: suicide_junkie ]

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  #4  
Old January 26th, 2002, 10:43 PM

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Default Re: Space Monsters!!!

quote:
There is also a design creation "cheatsheet" made by Atraikius that is of great help to figure out that AI file.
I wish someone would made something like that for other AI files. That would make an excellent modders manual.

I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible?
If you turn show planet names on, would you see the names of invisible planets?

About life support/bridge/crew quarters.
Different monsters can have those heart and brain ect, while others can have master computers, either built-in or as another "organ".
Psychics would be able to telepathically tame some monsters, the same way they do with enemy ships while other should be invulnerable.
Some monsters would even be tamable by boarding parties, but others should have strong boarding defenses.

Edit: I added the minis to the same ZIP in my Last post.

[ 26 January 2002: Message edited by: Andrés Lescano ]

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  #5  
Old January 26th, 2002, 11:22 PM

Egregius Egregius is offline
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Default Re: Space Monsters!!!

Altered from the Neomod, I added a couple of abilities and took away regeneration from most components the mod used because of the bug. Would the AI pick these over regular bridges somehow, since these have smaller cost and smaller size.

Name := Central Neural Complex
Description := The Main brain center of a space monster.
Pic Num := 267
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 2
Roman Numeral := 0
Custom Group := 3
Number of Tech Req := 1
Tech Area Req 1 := Space monster
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a ship bridge.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Directs anti-bodies to counter invading entities
Ability 2 Val 1 := 250
Ability 2 Val 2 := 0
Ability 3 Type := Self-Destruct
Ability 3 Descr := Dies when invasive entities prove to have superior numbers.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

Name := Internal Organs
Description := Organs which sustain the function of a space monsters brain.
Pic Num := 116
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 3
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space monster
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Ship Life Support
Ability 1 Descr := Contains life support.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor Regeneration
Ability 2 Descr := Regenerates 30 points of damage per combat turn.
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Weapon Type := None

Name := Connective Tissue
Description := Tissues that hold a monsters inner organs together.
Pic Num := 218
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 4
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space monster
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Crew Quarters
Ability 1 Descr := Contains Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
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  #6  
Old January 26th, 2002, 11:27 PM

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Default Re: Space Monsters!!!

quote:
Originally posted by Egregius:
Rollo: edit...

Their special shipsizes have -100% maintenance for obvious reasons.

[ 25 January 2002: Message edited by: Egregius ]



-100% maintenance reduction has not worked for me on the overall maintenance cost of a single ship when I tried to mod reduced maintenance into hull sizes.

[ 26 January 2002: Message edited by: AJC ]

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  #7  
Old January 26th, 2002, 11:46 PM
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Default Re: Space Monsters!!!

Thanks for the pics Andrés. They look great .

I am not sure about taming monsters. I think I will give all of them built-in MC and SDD.

The monster hulls that I use so far have not -100 maintenance reduction, but -500. So they will generate and not use resources.

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