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  #81  
Old August 23rd, 2001, 11:08 PM
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Default Re: Some of my ideas and questions

Well some news related to y mod the first being i intend to include a map of vectoria prime as well as Larry nivens Known space (oh yeah i finally read ringwolrd it was supurb)also only the species included in the mod will be compatible as there will be a number of new ship pictures just the Planetoid and the battle moon and the infantrys and the starcannon and a lot more... but i need an artist as well any takers? i also will include a Puppeteers AI with it becuase i may include a puppeteerts shipset but i have no ideas on what their ships look like i may even include the general products company

also i need an idea of a known space map how far away is kzin to earth and things like that?
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  #82  
Old August 24th, 2001, 12:47 AM
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Default Re: Some of my ideas and questions

quote:
also only the species included in the mod will be compatible as there will be a number of new ship pictures just the Planetoid and the battle moon and the infantrys and the starcannon and a lot more...
Pictures don't make AIs incompatible.

What you do is put some pictures into the default AI folder: if a race has the pic, SE uses it, otherwise it goes to the default.

See P&N v2 RE: battlemoons.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3>- (just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, 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)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>
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  #83  
Old August 24th, 2001, 03:03 AM
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Default Re: Some of my ideas and questions

ah that is true however when it comes to infantry im at a stump how can i make a generic infantry?? i mean i beleivwe one nuetrel even has four arms!AGHh what to do...well i have some new ideas again Grappler arms like in outlawstar now the problem is getting it so that you only can use them on a grapppler ship or i can just make grappler arm weapons but again only on a grappler ship hmm what a predicimint im in

------------------
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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  #84  
Old August 24th, 2001, 03:29 PM
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Default Re: Some of my ideas and questions

For infantry, I'd suggest making a 3KT size troop.

For a bridge/cockpit, you have a generic "person" component. Then you add a 1KT body armor & a 1KT hand weapon. If you want to add racial traits, you can make four-handed weapons that do extra damage, or act as armor (parry). A lightsaber, for example is regularily used to block energy beams

Now, imagine instead of a single 3KT guy, you have a whole pack of infantry, say 10,000. that would mean ~300 KG per person of equipment & supplies.
So, when you add 1KT of "Kevlar II" to your troop, you are distributing 10,000 vests.

With a decent vehicle pic (Landing craft? Rows of marching uniforms? APCs in formation?) you can make it look good.

As an option, you can reduce the size to 2KT, and make the infantry weapons or armors be the "cockpit" as well.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3>- (just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, 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)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>

[This message has been edited by suicide_junkie (edited 24 August 2001).]
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  #85  
Old August 25th, 2001, 10:47 PM
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Default Re: Some of my ideas and questions

new components and stufff!!!!!

Space monetser comps:
Stinger:a close range destroyed on use weapon of decent power
eye bLast: a new weapon
space monster facilitys:
Spawn flower:space yard
space monster units:Spore launcher:weapon platform

Corparastion stuff

Race enfgine:insane speed engine
Generel products hull 1,2,3:a armor of insane defense however it costs a lot to build as well as take up a lot of space and if possibloe ill make it slow youre ship down
General products life support: a larger albeit safer life suppoert system
Spacing guild navigator:a special 1kt extremely high organic costing bridge that can open and close warpoits at will.

:corpation faciltys

Spaceyards
Corparate headquarters:increases population happiness as well as planetary output


:corparsate ships

Guild transport
Leisure cruiser
and all the other avarege ships


well just some stuff

------------------
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 25 August 2001).]
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  #86  
Old August 26th, 2001, 08:48 AM
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Default Re: Some of my ideas and questions

ughh why am i not in bed? well tomorrow i leave for florida i have some ill reletives their but i will be Online ocassianioly after all i have to prepare the vnn ( vectorian news network a new site that will have news about se4 as well as editorials and other things if you want to apply email me) and for tyhe omniverse as well as other productions so right now im realy hectic with the mod in danger of being deleted i am realy having a hectic time but anyway heres some new stuff

ship componewnts:
Gravity ball: a ba;ll of gravcity witch does average damage skips sheilds and renders a ship unable to fire for a few turns..

Nuclear Missile: a massivedly powerfull weapon witch can plauge a planet as well as lower the value but it is large costly and has a reload time of 30 so you only get onbe per battle

Interceptors oint defense missiles

Automated security lasers: a stronger albeit larger defense sysatem

Plasma cannon: a well rounded average laser nuthinn special realy

Driller missiles:misseles that deal damege by drilling into a ships hull and realsing attack drones:long range boarsding partys is this possible wihtout making it go thru sheilds?

Drillchain missles: a missele that is attached to a chain and drills in a ship cauising damage and then retracts pulling the ship towards you

Combat simulator:a training program that increases a ships exp

Hull flare: a electric charge that creates a blinding lifght on youre ship deals minimum damage but has a maximum range

oh and all crew quarters now have the ability to board an enemy ship as well as destroying the crew quarters on youre ship of course they arent good at boarding


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  #87  
Old August 26th, 2001, 04:47 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Some of my ideas and questions

The Problem with most of those is the fact that you can only have one weapon per component, and one damage type per weapon.

So you can't do damage, and pull a ship, etc.
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  #88  
Old August 27th, 2001, 05:13 PM

Casper Casper is offline
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Default Re: Some of my ideas and questions

Would it be possible to make an "X-Ray" laser MOD for Sat's that would be a one shot weapon that does massive amounts of damage and destroys the Sat after firing?
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  #89  
Old September 2nd, 2001, 01:21 AM
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Default Re: Some of my ideas and questions

NEW NEW NEW!!! well as im sure you geussed space monsters only use organics now that is true however i have created a new ship size for them :Polinater it is able to remote mine for radiactives witch in turn can create severel new components like

Pollen enhanced reproductive organ:a enhanced space yard

Pollen spores:they lodge on a ship disabling its attack for a while

new for everyone ship sizes

Mothership
Docking bays:a 2000 kt ship that requires no bridge or life support or crew but requires 100% fighter bays
Observeremenently cloaked ships one for each level of cloak

Supply depotmiler to fighter dock but requires 100% of supply storage and it has a built in quantem reactor generator

Space construction yards:has a built in spaceyard that puts the spaceyard component to shame but it is only big enough for a master computer ie its only availble to computer freindly species

New components

Tasp:msakes the enemy happy so happy they dont care toi fire for 5 turns

oh new corparation compnentd

Outsider hyperdrive:asomewhat faster quantem engine capebel of openeing and closing warps

Quantem II hyperdrive:a super fast warp openeing and closing engine that unfportunetly takes a lot of space

General Products lifesupport:a lifesupport that is very big but very high in hp

new everyone facilitys

Transfer booth network:increases the populations happiness a little

Tree of life garden:increases the Attack of ground units in the system greatlyu but very costy in organics

Genetic engineering facility:increases the attack of ground soilders but slightly makes the pop unhappy

andi have all new troop weapons form amored core to add to the corparations

------------------
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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  #90  
Old September 2nd, 2001, 04:00 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Some of my ideas and questions

quote:
Supply depotmiler to fighter dock but requires 100% of supply storage and it has a built in quantem reactor generator
If it has a quantum reactor, the number of supply bays means ZILCH.

Any ship with a quantum reactor gets infinite supplies, and infinity plus 500 equals infinity.
The only time the supply bays matter is if the reactor is destroyed, but that is impossible if it is built into the hull.

Players would probably opt for a generic base, since it gets 50% off maintenenace, can hold weapons/defenses AND still has the infinite supplies.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder)
-<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, 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)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>
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