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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #31  
Old July 28th, 2003, 11:15 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Here's the Propaganda Center. I see it going +2/+4/+6. Any tips on balance for any of these? Especially with research costs, etc.

Name := Propaganda Center I
Description := Relentless propaganda drives citizens to increase

production.
Facility Group := Population Support
Facility Family := 6600
Roman Numeral := 1
Restrictions := None
Pic Num := 37
Cost Minerals := 1000
Cost Organics := 4000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Applied Political Science
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Resource Gen Modifier Planet - Minerals
Ability 1 Descr := Increase mineral production on a planet by 2% (only 1

facility per planet effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier Planet - Organics
Ability 2 Descr := Increase organic production on a planet by 2% (only 1

facility per planet effective).
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr := Increase radioactive production on a planet by 2%

(only 1 facility per planet effective).
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0
Ability 4 Type := Planet Point Generation Modifier - Research
Ability 4 Descr := Increase all research on a planet by 2% (only 1

facility per planet effective).
Ability 4 Val 1 := 2
Ability 4 Val 2 := 0
Ability 5 Type := Planet Point Generation Modifier - Intelligence
Ability 5 Descr := Increase all intelligence generation on a planet by

2% (only 1 facility per planet effective).
Ability 5 Val 1 := 2
Ability 5 Val 2 := 0
Reply With Quote
  #32  
Old July 28th, 2003, 11:19 PM
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: Psychology mods? Increasing the role of troops?

Quote:
I'll go you one better: make it an auxiliary bridge with anti-boarding properties. Then you can haveonly one per ship, it helps resist the Allegience Subverter
How does an Aux Bridge help it against the AS? The AS just has a percent chance to convert the ship based on its damage. No components on the ship have any effect on this save the MC, which prevents it entirely.

Knid, you should probably add new tech Psychology-related areas. It is not good to have one tech area give 10 different items IMO.

[ July 28, 2003, 22:20: 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
  #33  
Old July 29th, 2003, 04:49 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

The Combat To Hit abilities stack only with other components of different families. So if you put two Combat Sensors on a ship, you'll only get the effect of one, but if you put a Combat Sensor and a Psychotropic Drug Distributor on a ship, you'll get the effect of both.
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #34  
Old July 29th, 2003, 06:12 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: Psychology mods? Increasing the role of troops?

Which is exactly what both PvK and I said earlier.
__________________
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
  #35  
Old July 29th, 2003, 03:12 PM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Pychology could be used in urban planning, leading to more efficient/ compact Proportions-style city facilities.
Reply With Quote
  #36  
Old July 29th, 2003, 05:05 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

So here's my first shot.

New techs:1059489950.txt

New facilities:1059489990.txt

New components:1059489990.txt

These are just to flesh out concepts. Numbers, cost, etc. are all extremely rough. This is my first attempt at any kind of mod, so I'm sure these are unbalanced.

Overview:

1)Added 2 new techs under Psychology-Applied Poli Sci, Political Indoctrination, and Experimental Psychology.

2)Level 2 Psychology gives access to Advanced Psychological Analysis, Advanced Political Indoctrination, and Advanced Experimental Psych.

3)Applied Poli Sci (1-3)gives:
* Urban Pacification Center(unchanged)
* Propaganda Center(fac)= +2/+4/+6% to min, rad, org, intel, and research points (government rallying the workers)
* Secret Police HQ (fac)= +to intel, -to all other production (secret police root out spies but have bad effect on morale/economy)

4)Political Indoctrination (1-3) gives:
*Commissar(comp)-bonus to combat, self destruct (forcibly improves morale, will not allow surrender)
*Fanatical Crew (comp)=crew quarter provides extra boarding defense, more hit points, and combat bonuses

5)Experimental Psychology(1-3) gives:
*Psychotropic Drugs (comp)=bonus to offense, penalty to defense

6)Advanced Psych Analysis (1-3)gives:
*Xeno Profiling Center(fac)=system wide bonuses to combat

7)Advanced Political Indoctrination(1-3)gives:
*Banzai pods(comp)=hard to kill kamikaze fighters
*Suicide Assault (comp)=troopers jump onto enemy hull,(high damage, range 1, skip shields, massive supply use, reload 30)

8)Advanced Experimental Psych (1-3)gives:
*mind blank crew (comp) combines crew quarter/bridge/life support and MC with self destruct-hopefully will create a crew immune to subVersion,immune to virus, and will blow themselves up instead of capture. Also gives combat bonuses.

All balance, naming, modding, or new idea suggestions are appreciated.

Thanks
Reply With Quote
  #37  
Old July 29th, 2003, 05:10 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Do combat bonus components work for troops? Can I make a stimpack for troops that work like Psychotropic Drugs?

Urban Planning, eh? I'll be returning to school in fall to get my masters in Urban Planning. I doubt we'll cover galactic expansion planning, though...sigh...

What kind of flavorful facilities could Urban Planning provide? I don't want just more compact buildings. Proportions (which I play, and am using as my baseline) has plenty of those. Can I make a facility that allows more population on a planet than normal?
Reply With Quote
  #38  
Old July 29th, 2003, 05:14 PM

Loser Loser is offline
Colonel
 
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
Loser is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
Do combat bonus components work for troops?
I believe they do, and it will work for the whole stack. Since it will work on the whole stack, you might just want to make it a Field Pharmaceutical Facility, and make it take up twenty kilotons.
Reply With Quote
  #39  
Old July 29th, 2003, 06:38 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

I worked up a Combat Apothecary unit. This makes me want to expand the Biology tech to include super-soldier genetic engineering type stuff. Has anyone done this before? Is there much point in diversifying the options available to ground units?

The Combat Apothecary goes from 1-3, scaling by cost, size, and bonuses.

Name := Combat Apothecary III
Description := Field unit dispenses stimpacks and psychotropic drugs to combat troops.
Pic Num := 271
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 40
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Troop
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 7100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Troops
Tech Level Req 1 := 3
Tech Area Req 2 := Experimental Psychology
Tech Level Req 2 := 3
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Frenzy gives a 20% attack bonus to stack.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Minus
Ability 3 Descr := Recklessness causes a -20% defense penalty to stack.
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Weapon Type := None
Reply With Quote
  #40  
Old July 29th, 2003, 06:45 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

What could be modded for ground units?

1)combat bonuses, which affect the stack(super soldiers, berzerkers)
2)hit points, possibly making small size-high hit point comps
3)Heavy weapons/Anti-armor teams-high damage very low reload
4)Any way of creating kamikaze units? Troops can't ram, correct?

range, boarding, subVersion, speed,cloaking, etc. have no effect on ground combat, correct?
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 02:47 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.