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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old October 4th, 2002, 05:51 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Updated the doc
Reply With Quote
  #2  
Old October 4th, 2002, 06:56 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: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Originally posted by Erax:
- We could make Imperial shipyards decrease happiness in the entire system (they were described as a huge drain to the economy), but this has to be tested so we don't paralyze the Empire in the early game.
Negative values of happiness on facilities do not work. And happiness modifiers do not stack: the highest one in the entire system is used for all planets in the system.
__________________
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 October 4th, 2002, 08:24 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Copied from abilities.txt
Planet - Change Population Happiness
Value1 = Percentage the happiness of this planet's population is improved each turn.
Value2 =

Change Population Happiness - System
Value1 = Percentage change in population happiness for entire system (+/- percentage) each turn.
Value2 =
Didn't check if it actually works this way but this suggests you can give a happiness penalty to the entire system but not to a single planet.

I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
But this could be a good choice to balance their best shipyards: build faster or stick with the regular ones to avoid making the population even angrier.
Reply With Quote
  #4  
Old October 4th, 2002, 11:11 PM
Erax's Avatar

Erax Erax is offline
Captain
 
Join Date: Oct 2002
Location: Brazil
Posts: 827
Thanks: 0
Thanked 0 Times in 0 Posts
Erax is on a distinguished road
Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
But this could be a good choice to balance their best shipyards: build faster or stick with the regular ones to avoid making the population even angrier.
We have to check if negative system happiness actually works and, if it does, what happens when you build a facility that increases happiness in the same system.

Moving on a bit, I promised to post a lot of stuff, so here goes the Assault Shuttle and 0-G Stormtrooper for the Imperials :

Name := Assault Shuttle
Short Name := Assault Shuttle
Description := Beta-class assault shuttle
Code := AS
Primary Bitmap Name := transportsmall
Alternate Bitmap Name := transportsmall
Vehicle Type := Ship
Tonnage := 74
Cost Minerals := 74
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Imperial Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes ship 50% harder to hit in combat.
Ability 1 Val 1 := 50
Ability 1 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := False
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 4
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0

Name := Zero-G Stormtrooper
Short Name := Spacetrooper
Description :=
Code := 0-G
Primary Bitmap Name := troopInfantry
Alternate Bitmap Name := troopInfantry
Vehicle Type := Fighter
Tonnage := 2
Cost Minerals := 12
Cost Organics := 15
Cost Radioactives := 0
Engines Per Move := 8
Number of Tech Req := 2
Tech Area Req 1 := Imperial Ship Construction
Tech Level Req 1 := 1
Tech Area Req 2 := Troops
Tech Level Req 2 := 3
Number of Abilities := 1
Ability 1 Type := Combat To Hit Defense Plus
Ability 1 Descr := Small size makes spacetrooper 120% harder to hit in combat.
Ability 1 Val 1 := 120
Ability 1 Val 2 := 0
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := True
Requirement Max Engines := 1
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Launched from Ship := True
Launched from Planet := False

Neither is playtested yet... I have to see if the 120% defense bonus for the spacetrooper is excessive.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
Reply With Quote
  #5  
Old October 5th, 2002, 03:06 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: Star Wars Mod - II (Sci-Fi Xover Mod)

Negative happiness modifiers on facilities DO NOT work. I have tested it already.

If you have 2 facilities that modify happiness, then the one with the highest bonus is applied, and the others are ignored. Even if the negative value worked, building 1 facility with even a 1% bonus would cancel it out.

[ October 05, 2002, 02:08: 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
  #6  
Old October 5th, 2002, 04:31 AM
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: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
I was planning to give most of the Imperial happiness penalties by making them use a special happiness type.
I agree, probably the easiest way to give the Imperials unhappyness problems would be to give their race a large unhappiness modifier (as part of the cost of choosing "Imperial" in the racial traits screen), and then let 'em try to climb the ladder of public opinion.

This then is how I'd see it play out: they would have to expend a lot of efforts to improve the happiness level of their citizens. It will constrain their tech research early on, as they'll need to get troops right away, and then build enough to pacify their populations. Later with some nifty facilities they can actually make them moderately happy, and much later in the game, they might even be able to have a few extatic planets.

This may be a bit of a hobble in the early game, but many of the races are weak in the early game only to come out on top in the late game... this will just force the player to be ultra-political in the beginning (just like Palpatine come to think of it!) just to survive, but then he can settle his scores in the late game as he ascends to power.

just some thoughts,

[ October 05, 2002, 03:35: Message edited by: jimbob ]
__________________
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
  #7  
Old October 5th, 2002, 08:20 AM
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: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:

Forgive my ignorance, but I was trying the mod out tonight and had some troubles. I was playing the trade federation and had selected "starwars" and "trade federation" in the racial set up screen, but had a difficult time getting any ships (the few I had were enormous and I couldn't get any movement on them, nor could I find cargo components for them). Really I was limited to building colony ships.
Then for the droid fighters, all the engines I could get were too big to fit on the fighters...

Did I miss something here? Should I also select "space empired IV" in racial traits?

Sorry if my mistake is trivial, but any help would be great!
__________________
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
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 02:40 AM.


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