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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

21st Century Mod

ekolis's picture
Submitted by ekolis on Mon, 2006-12-04 09:27. SE:V MODs

Hey all, just thought I'd share this screenshot with you:
http://kolis.dyndns.org/ed/se/se5/mods/21stcentury/big-planet.JPG
Yep, I'm working on the 21st Century Mod, the one with the HUUUUUGE Planets! Eye-wink (You should see the STARS... 8O)
Note also the date up top... now if I could just get it to say "January" or something Sticking out tongue
In case you're wondering why there's no star in this system... in the 21st Century Mod each planet gets its own system with the planet at the center and its moons if any orbiting it like the planets orbit stars in stock. (It's not perfect though - homeworlds keep coming out off-center because the game keeps putting them in place of moons, not planets... I guess I could make all moons "tiny" since I'm not using tiny planets; then it might work... if not, I could always create empty systems specifically for players to start in, and the planets would just be off center Sticking out tongue)

Sorry to all the MOO2 fans out there - I just thought it would be more interesting to come up with an original mod than try to copy MOO2 Sticking out tongue

‹ Components.bmp background transparency colour? Mod_Speling ›
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Neat Are you going to have

Submitted by Comit on Mon, 2006-12-04 13:36.

Neat Laughing out loud
Are you going to have a new tech tree?

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ekolis's picture
Mod Designer

Of course! The tech tree

Submitted by ekolis on Tue, 2006-12-05 14:33.

Of course! Laughing out loud
The tech tree will be completely revamped, much as I did with the Low Tech Mod for SE4, but with new additions that were not present in that mod. For instance, instead of having engine tech and weapon tech be completely separate, you will need to research various "power" techs such as Chemical Power and Antimatter Power, each with its own prerequisite level of Physics. On their own the power techs will grant crude weapons (Chemical Power might grant an Incendiary Bomb for dropping on planets, for instance), but to get engines and more advanced weapons you would need to research Power Harnessing (for engines) or the appropriate "weapon chassis" tech (for weapons). So Chemical Power + Beams would give you a Rubidium Laser, while Chemical Power + Power Harnessing would give you a Rocket Engine. More advanced power techs will cost ridiculous amounts to research (Gravitic Power, the most advanced of all, is 128,000 RP base cost!) and will require higher levels of Power Harnessing (and possibly the weapon chassis) to get benefits other than the crude explosives. (Level 1 Graviton Wake drives will require level 1 Gravitic Power and level 26 Power Harnessing, for instance.)
Armor is also kind of interesting... it will probably require a bit of playtesting to tweak the hitpoints properly, but there are actually two kinds of armor: regular armor and structural reinforcement. The difference is basically the same as SE4's regular armor and "leaky" armor: the structural reinforcement has many more hitpoints, but isn't guaranteed to be hit first, since it doesn't go into an armor slot. I also gave each type of armor an additional benefit to further differentiate them: all armor, not just emissive armor, has a small to moderate damage reduction ability, but regular armor's damage reduction is larger; on the other hand, since structural reinforcement does not have the "armor type" ability, it counts as regular hitpoints and thus must be destroyed in order to blow up the ship, unlike regular armor. In addition, obviously "external" components such as solar sails and sensors must go into armor slots, making them quite vulnerable!
Speaking of sensors, I gave those an overhaul, too... There are now four types of sensors: standard radar, long-range radar, anti-stealth radar, and active radar. Standard radar is short-ranged and can't detect stealthed ships. Long range radar and anti-stealth radar are pretty obvious what they do, but they are larger and more expensive. Active radar combines the advantages of long-range and anti-stealth radar, but it comes at a price - it gives you a -50 to defense and ships using active radar cannot be stealthed (or at least they won't be able to once I get that requirement working Sticking out tongue)

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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sounds good

Submitted by darklight128 on Tue, 2006-12-05 16:19.

cant see ure pic tho, love the idea

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maran's picture

Best of luck to you, I will

Submitted by maran on Tue, 2006-12-05 17:16.

Best of luck to you, I will be following your attempts Smiling

---

Designing an advanced, diplomatic AI + shipset
Consult the great SEV Wiki

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Noble713's picture
Mod Designer

The pic isn't showing up.

Submitted by Noble713 on Tue, 2006-12-05 22:47.

The pic isn't showing up. This sounds like an interesting mod, and I am definitely looking forward to it.

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ekolis's picture
Mod Designer

Silly webserver keeps going

Submitted by ekolis on Tue, 2006-12-12 14:53.

Silly webserver keeps going down... must be my brother or someone shutting it off Sticking out tongue
But once I get home I'll start it up again - then you can download the data files I have so far and look at an after-combat ship report! Laughing out loud
http://kolis.dyndns.org/ed/se/se5/mods/21stcentury

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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