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January 6th, 2005, 10:04 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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A new mod: Epic Empires
Yup, another mod.
Quote:
From mod info.txt
This mod sets out to create an epic space opera feel to the game. One of the biggest changes I've made was separating small craft from capital ships so you could have a more Star Wars approach to ships.
There's more to it than that but since this is still early beta I'm going to hold off on a more detailed description.
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Like the info text states this is still early beta and I'm planning on making many more changes but I'd like to know what people think of it so far.
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This is the 21st century, right? Then where the hell is my flying car?
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January 6th, 2005, 11:10 PM
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Corporal
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Join Date: Dec 2004
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Re: A new mod: Epic Empires
Just a quick scroll through clearly shows a massive overb power on ships over any other unit. Also the shield regen i'm guessing will be a bit much. Should have modded more than just ships
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January 6th, 2005, 11:59 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A new mod: Epic Empires
Dang, boy!
Complete shield regen in 2 (+/-1) combat turns?
It'll be even more all-or-nothing than usual.
What's the idea behind that?
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January 7th, 2005, 08:32 AM
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First Lieutenant
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Join Date: Mar 2002
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Re: A new mod: Epic Empires
First of all, thank you for taking a look at the mod. I appreciate the input.
Did some more playtesting and I've come to agree, the shield regen was too high. So on that note :
Quote:
from change log.txt
Beta .101
changed shield regen rates to 10% of base shield points
scaled suppy usage with engine size
corrected ommissions from facility.txt
added tech requirement to shield mounts to keep them from showing up before shields are researched
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I'm sure there's tons more I need to do (there's no AI at all) but I'm working on it.
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This is the 21st century, right? Then where the hell is my flying car?
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January 7th, 2005, 09:31 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: A new mod: Epic Empires
I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields?
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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January 7th, 2005, 01:32 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: A new mod: Epic Empires
I had a simular idea, but it was to much work to do at the time. I really should work on my old mod (Formerly called the Conquest Mod).
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 7th, 2005, 03:43 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: A new mod: Epic Empires
Quote:
geoschmo said:
I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields?
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Add some crystalline armor ability to the mix and you get very leaky shields.
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January 7th, 2005, 04:13 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A new mod: Epic Empires
"Consistently Leaky" you might say
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January 7th, 2005, 04:43 PM
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Shrapnel Fanatic
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Re: A new mod: Epic Empires
You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept. I can see the need, and desire to have such shields, but to get them to work properly is a real PITA.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 7th, 2005, 08:36 PM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
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Re: A new mod: Epic Empires
Another (very)small update.
From change log
Quote:
Beta .102
doubled planetary cargo space
added tech requirement to weapon mounts
added Psychic Warheads for mines
corrected error in WP mounts
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I've started working on the AI and I'm ready to pull my hair out! AI modding has got to be the weakest part of modding this game. I sure hope SEV uses scripts for the AI!
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This is the 21st century, right? Then where the hell is my flying car?
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