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  #31  
Old August 8th, 2001, 08:50 PM
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Default Re: Some of my ideas and questions

hit the nail on the head well my mod runs a wee bit on the trust system it trusts you wont as a player play an omnipotent species and things like that.oh and about youre p&n patch with the planetoids in my mod a planetoid is just that a planet with its core harnessed and parts of it hollowed out so it would have a horrible effect on the planet its created on im thinking ill give it the ability of making a planets condition worsen whenever its there that way you wont build therm as often and when you do their in space,also this is excellent for players who prefer to bloackade planets ( btw any ideas on other weays to make it screw up a planet also i realy wish that when you create it you destroy a planet is this possible?)on another note can i make certain ships be built at different spots i want a planetoid built at massive facility that destorys the planet i want a psionic nexus built at a psionic harnessing plant well thats all for now be back later ciao
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  #32  
Old August 8th, 2001, 09:04 PM
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Default Re: Some of my ideas and questions

Oh and btw what do you think of interceptors or decoy missiles they would be missles that either only target missles or do no damage (to soak up PD fire) and would be fired what do you think that way it will be like a missle PD but better!
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  #33  
Old August 9th, 2001, 01:38 AM
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Default Re: Some of my ideas and questions

ahh now to talk about my monster compnents and btw for those of you who detest bodily humor dont read cuz here it comes

i figure ill make these components so far
Note:in my mod their are several space monster class's:1insectoids:descirbed below
2 Squids
3:birds,dragons
4:Gel ooze thingies


Brain:Birdge
Heart:Crew Quarters
Lungs:Life support
Reproductive orgen:HEE HEE spaceyard(note:queen size ships have these built in)
Infestation ability:boarding party(queens get these by defualt as well)
Anteana:Sensors and scanners together
Wings,propulsion jets:Engines
Burrow abilty:cloaking for troops
(all ships and most components heal over time)
Tentacle,CLaw,Incisor:a weapon that at each level gets shorter and more powerefull
Spines:MIssles
ACidic spit:direct fire attacks
Ventral Sac:cargo bay
Hardened carapce:Armor
Hollowed carapace:a weak armor with more cargo space then a ventral sac
(all insectoid space momnetsers share exp)
SHIPs
Hive:base
Queen:has a built in cargo bay capable of launching a egg)
Drone
Soilder:Sm MED Large
Overlord: has a built in quantem reactor and has a lot of supply storage,built in anteana
Larva:Fighter
Eggt or base with enough cargo space to carry a larva it is permenatly cloacked and is destoryed when the Larvas hatch.)
well thats all for now ciao!

OHone more tghing is it possible to steal hit points i want to create a leech like weapon but i need to know if it is possible and also can i "Poisen"or plauge a ship causing it to loose hp each turn or somehting like that??

and if i give my planetoid the lower planet ability wil;ll the planet values improve when it leaves?


------------------
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..

[This message has been edited by Lord Kodos (edited 09 August 2001).]
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  #34  
Old August 9th, 2001, 03:42 AM
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Default Re: Some of my ideas and questions

HEY HEY i just read the claoking planet thread exxcellent things their witch makes me wonder how many engines per move should me Planetoid need and how much should it be allowed to move one space or three?? pelase reply asap

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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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  #35  
Old August 9th, 2001, 04:04 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Some of my ideas and questions

Sheesh! Four Posts in 2 hours, and you're expecting answers in the middle of the night?!?

- You could give the ship hull a LARGE NEGATIVE "value improvement" ability. This will probably reduce the value of any planet in the sector, but watch out for the value going negative and screwing up the resource extractors (or crashing the game). The effect will only trigger at the end of a year's presence, (and hit in one lump sum), I believe.
-same thing with conditions.

-Interceptor, or PD missiles are a good idea, but you'll have to playtest them carefully; they will not start moving right away, and can take some time to hit the target. If the fighters are fast, the could be shooting at you already.
-Decoy missiles could also seriously affect the play balance of missiles; be careful.
NOTE: weapons will not fire if they do zero damage. Your decoys will have to do one damage at all ranges as a minimum.

-I used:
Bridge = Nerual Core (brain)
Crew Quarters = Neural Tendrils (Nervous system)
Life Support = Homeostasis organs (basically your organic lifesupport as in creatures on earth)

With these descriptions, you can have any combination of bio and mechanical stuff.
EG: Brain, Crew Quarters, Homeostasis organs.
The ships brain has no neural tendrils, so the crew must aim and fire and fly manually. Homeostasis is lifesupport already, it just includes the extra responsibility of lighting the interior for the crew.

I like all of your other items, but Wings and spines.
Organic missiles are already in the game, and you should probably copy them (seeking parasite)
Wings wouldn't work well in space, but you could have an "Explosive Flatulence" rocket-type propulsion system.

-Stealing hitpoints. No. What you could do, is create a weapon that uses NEGATIVE supplies, and always hits. Then, you gain supplies when you fire it. A "vampire tooth" or something.
You can't make the enemy ship loose supplies or be poisoned, but you could disrupt reload time or something.

-Planet Value changes are permanent.

-Planetary movement. I have absolutely no idea what it'll be like, it is all theory right now.
I really hope that there will be a "Planetary engines per move" setting, so you can make large planets require more engine facilities, and stuff like that.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

[This message has been edited by suicide_junkie (edited 09 August 2001).]
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  #36  
Old August 9th, 2001, 04:48 AM
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Default Re: Some of my ideas and questions

first there was battlemoons,then i got jealous and made my Version the plenetoid.now to outdo the others i am proud (but if this dosent work out im not proud and i knew it was a bad idea)to introduce Battlesuns (provisnal name please be mercifull)its a 100,000KT Sun with the built in ability to go supernovea and destroy a system,a low maintenence cost,a quantem reactor, even enough of the stuff you need to build a sphereowrld!and radioactive resource generation
costswell around 10,000 minerals to RESAEARCH!and about 10,000 of everything to build it also just like a plentoid screws up planets and has no weapons (or maybe it will i dont know can i give it built in weapons like i dont know solerflares?)the mere site of this monstrasity would stirke fear into 5 planetoids! what do you think maybe to balence it out give it a racial trait only tech? well thats all ciao

------------------
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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  #37  
Old August 9th, 2001, 06:41 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Some of my ideas and questions

You can't make weapons an inherent ability of a hull.
You can only use abilities as in abilities.txt.

Other than that, it should work, and be very imbalancing.
You've got your costs way too low. 10K research takes less than a year for your homeworld alone. 10K minerals is the price for a decent Dreadnaught.
Multiply your costs by at least 100 times, or nobody will ever use anything else.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)
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  #38  
Old August 9th, 2001, 08:58 PM
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Lord Kodos Lord Kodos is offline
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Default Re: Some of my ideas and questions

well for one thing its gonna have no weapons( do you think it should?)and how much should it cost and the same for my 9,000kt planetoid(has weapons its a bigger battlemoon??

------------------
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..
Reply With Quote
  #39  
Old August 9th, 2001, 10:21 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Some of my ideas and questions

quote:
(or maybe it will i dont know can i give itn built in weapons like i dont know solerflares?
I was just saying that you can't give the vehicle a built-in weapon.

Players will always be able to add massive mount meson bLasters on the vehicle, as well as shields, armor & engines.

To determine price, do this:
Design a reasonable fighting battlemoon (eg. All shields, armor and normal weapons, with some cloak, sensors, repair bay, and other typical stuff. No shield-skipping or anything, just something simple such as antiproton beams.

Now, design some Dreadnaughts to fight back with. C&C, antiproton beams, shields, and sensors/ECM.
Tweak both designs until they are elite war machines. You don't want any DeathStar-esque design flaws

Do a strategic combat simulation with ten Dreadnaughts vs the Battlemoon
Add or remove dreadnaughts until the teams are roughly equal. (eg. Battlemoon dies, one dreadnaught survives)

Now, compare the price of the dreadnaughts to that of the BattleMoon, and tweak the hull cost of the BattleMoon until the prices are equal.

As for research, I simply made my battlemoon require max tech in ship construction AND base construction. You may want to add a third requirement of stellar manipulation tech.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)
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  #40  
Old August 10th, 2001, 12:36 AM
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Lord Kodos Lord Kodos is offline
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Default Re: Some of my ideas and questions

while both the planetoid and battle sun will have special weapons (ie weapons so big only they can fit them) i resolved the battlesuns problem.i will give it a minus 100 for all weapons normally and the only way a weapon will work is if you give it a sun exclusive mount (heat resitint mount) witch improves their range and makes them a plus 100 evening out

------------------
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..
Reply With Quote
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