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July 9th, 2002, 01:08 AM
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Second Lieutenant
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Starting a new MOD ...
... and considering some radical changes (like that's anything new to folks who've already made MODs for SE4, heh).
Anyway, this is still in the formative stages, but I've been reconsidering the way Racial technologies work. Frankly, I think an Organic-based technology wouldn't create the same engine types as, say, a crystalline-based technology. Some racial technologies should be considered "prime" types -- selecting one will change just about *everything*. Hulls, engines, you name it.
Now, based on my still-highly-incomplete understanding of the way the tech tree works; it seems that I should be able to set up the tech tree to include *all* components, from all races, based on the basic tech fields (bear with me here), so that (say) crystalline technology, organic technology, and "standard" technology all have comparable components/facilities become available at similar breakpoints ... the non-standard components would simply have thematic "twists" to their capacities (organic components would -all- regenerate, for example). The tech levels wouldn't have to be identical; the components/facilities would not be direct parallels. But they could be roughly close to each other, and basically balanced between benefit and research cost.
Now, to keep each one seperate, I figure on setting the prerequisites to include an extra, non-researchable field (with all of one level, which the player would start with from turn 1). If one selects Organic technology during empire creation, you gain the Organic Tech "starter field", and lose the Standard Tech starter field.
Thus, if an organic and a standard race both reach X, Y, and Z levels in three different fields -- the Standard-tech empire will have pretty standard SE4-fare components and facilities.
But ... the organic-tech empire will not have access tot hose. Instead, the organic-tech empire would have access to special, organic-technology equivalent components and so forth.
Now, the problem is .... Deconstruct and Analyse. Is there a way to set a given tech field such that you can never learn THAT single field from a D&A, or would the mod have to require an honro system of "Noone performs a D&A, ever" ... or some other solution?
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I'd also appreciate any pointers folks can give me to some good (and FREE) ways to make image files, since such a scheme will require a wider-array of components that currently have pictures (there'd have to be more than just one picture for crystal-based armor -- even if it's all just a color-shift sort of affair ...).
And anyother pointers on making MODs. This'll be my first-ever try at MODding anything ...
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 9th, 2002, 02:33 AM
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Lieutenant General
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Re: Starting a new MOD ...
racial techs cant be analyzed, nor can anything that has them as a pre-requisite.
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(with apologies to H.P.L.)
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July 9th, 2002, 04:05 AM
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Second Lieutenant
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Re: Starting a new MOD ...
Quote:
Originally posted by Puke:
racial techs cant be analyzed, nor can anything that has them as a pre-requisite.
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OH. Duh, I should've realised that ... well thanks for poking my deficient grey matter anyway! 8)
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 9th, 2002, 05:15 AM
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National Security Advisor
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Re: Starting a new MOD ...
In my unreleased Foundations mod, I added a racial trait called something like "Industrial Construction" which was required for many of the standard components and facilities. This way, monsters, organics, or other very atypical types would not automatically have access to the standard tech items. It's a lot of work, though, unless you automate the process of adding such requirements to the existing components.
PvK
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July 9th, 2002, 05:38 AM
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Shrapnel Fanatic
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Re: Starting a new MOD ...
Quote:
racial techs cant be analyzed, nor can anything that has them as a pre-requisite.
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I declare the preceeding statement Not Completely True.
You cannot analyse a racial tech That You Did Not Buy With Racial Points.
If you do have Organic, then you can gain tech levels by analysing a ship equipped with Organic tech.
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July 9th, 2002, 05:17 PM
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Captain
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Re: Starting a new MOD ...
"Anyway, this is still in the formative stages, but I've been reconsidering the way Racial technologies work. Frankly, I think an Organic-based technology wouldn't create the same engine types as, say, a crystalline-based technology. Some racial technologies should be considered "prime" types -- selecting one will change just about *everything*. Hulls, engines, you name it."
If you want some ideas you are welcome to take a look at my 'D-Mod'. The gold Version is available in the downloads section. I had organic engines that regenerated and crystalline engines that acted as solar collectors. Tonnes of different hull sizes (including the much loved Hermes Attack Destroyer). I never did get around to making crystalline/organic hulls but they are easy to modd. (just time consuming).
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July 9th, 2002, 08:35 PM
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Second Lieutenant
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Re: Starting a new MOD ...
Quote:
Originally posted by Deathstalker:
If you want some ideas you are welcome to take a look at my 'D-Mod'. The gold Version is available in the downloads section. I had organic engines that regenerated and crystalline engines that acted as solar collectors. Tonnes of different hull sizes (including the much loved Hermes Attack Destroyer). I never did get around to making crystalline/organic hulls but they are easy to modd. (just time consuming).
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Actually, I have your mod (for v1.49) installed in my second SE4 directory (the one I'm using for trying out new mods; the other stays "pristine" -just- in case 8), and I -like- some of the ideas I saw in there the time I ran through it (the use of "weapon mount" enhancements to allow for miniaturised or hardened components, and so on).
I especially loved miniaturised organic armor, hehehe. Starbases with 60x (min)Organic Armor ... 1800hp per round regenerated; who needs shields with that? But I'm not sure the use of Gatling mounts, the damage level is positively puny ... plus with 200-ish of them a single ship takes forever to finish firing at it's target, lol.
I won't actually start coding the mod for a while yet; got to get room in the budget for buying SE4 Gold first (using a borrowed copy of 1.49 atm), so I can make sure it's compatible, etc, etc.
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 10th, 2002, 08:28 AM
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Shrapnel Fanatic
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Re: Starting a new MOD ...
who needs shields with that?
Can you say "Shard Cannon"?
But I'm not sure the use of Gatling mounts, the damage level is positively puny ... plus with 200-ish of them a single ship takes forever to finish firing at it's target, lol.
Compare damage per kiloton per firing rate ratios. The gatling mounts give more damage overall than normal weapons (pulsed is the best gatling mount, I think). They might even be better than Large Mount weapons; I forget exactly. And play strategic combat. You don't have to watch 200 beams fire from every ship.
[ July 10, 2002, 07:30: Message edited by: Imperator Fyron ]
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July 10th, 2002, 10:24 PM
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Lieutenant Colonel
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Re: Starting a new MOD ...
"And play strategic combat. You don't have to watch 200 beams fire from every ship. "
But then, those of us who are obsessive-compulsive would have to watch the replays. And you know how hard it is to watch the AI run your ships...
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July 12th, 2002, 05:18 AM
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Second Lieutenant
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Re: Starting a new MOD ...
Well, if you play PBW then you dont' have a choice, and what's up with some replays not being available?
Quote:
The gold Version is available in the downloads section
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Where might this so called "downloads section" be found?
I'm interested to say the least.
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