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Home » news » forums » Space Empires V » Space Empires V General

A new mod concept : Interrelated tech.

Submitted by Fallen Haven on Mon, 2006-11-13 16:21. Space Empires V General

I truly like the concept behind this game, but i think it need a few improvement in a few areas (and i'm not talking about the bugs hunting). Here a few ideas i'm thinking to turn into a mod :

- Making the theorical tech more useful by making them required by their related sub techs. I mean, if you don't have the high enough level in the theorical field, you can't use high level tech you researched in the sub fields. For exemple, you want to put a level ten supply storage on a ship, but you are only level 3 in construction (wich in my mod would give you access to 4 levels above the contruction tech level), you can only use level 7 storage. To use your level 10, you have to raise the Construction tech one more level. (to do)

- The structure of a component increase with it's level so ship's internals can take the higher damage the weapons can do. (to do)

- Killing population takes more damage (hey, they are millions, a low level weapons should not be able to kill them so easily) making bombardment devices or troops more useful. (done)

- Increase the supply and ordnance capacity of planets so they can hold enough to resupply a few ships or the fighters / troops they hold. (done)

- Increase the production of supply and ordinance so you don't need ages to resupply a small fleets. Larger ships may take more time until you invest in resupply depots. (done)

- Ship yards produce some supply and ammos (hey, they can make fully stocked ships, they can spare some for the ships in orbit). (done)

- Decrease the % of capacity carrier and freighter (40% instead of 50%) need to of their main component. This make possible to fill them with storage and other devices. (done)

- Make the ships require number of engines related to their size (a frigate need 6, destroyer need 8, colony need 16... Dread need 20). This mean you need to disable more engines before they are stranded. Also added a minimum number of engines (half) needed for the design to be valid (so ships have a descent minimum speed). (done)

- I'm currently looking at making the new engines more appealing to use. Right now besides the bonus move (given as long as you have one of them on ship), they are not better than the cheaper, lower tech one. Why pay more if you earlier tech can do just as well? (to do)

That's what i have in mind so far, but some of thoses may need me to wait for the patch as the changes are quite time consuming and the new patch may screw things up.

‹ Can SE5 add a hero system? Starbases don't fire ›
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Thy Reaper's picture
Mod Designer

I have a similar idea

Submitted by Thy Reaper on Mon, 2006-11-13 16:29.

I've had a similar idea since SE:IV, but doing something like this back then would be so difficult and insanely time-consuming I gave up, but I do plan on making a more complex/interwoven research system at some point, along with various balance/fixes that just seem to make sense.

There is a Mods forum, by the way, and I'm thinking mod ideas belong there too.

-----
Give me atmopshperic manipulation cannons, or give me death!

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You are right...

Submitted by Fallen Haven on Mon, 2006-11-13 18:21.

I should have posted it in the mod forum instead... Oups.

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