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

Space Monsters and other villains

Submitted by BlueM99n84 on Fri, 2007-01-19 11:48. Space Empires V General

We seem to have some pretty savvy people out there editing text and scripts. It surprises me that given the number of folks who desire some sort of "monsters" or "villains" that no one has continued on with the Pirate mod of earlier versions. I have my own thoughts on this. The concept is more than feasible and though it would take a little thought the tools are all there i.e. the code that is easy to modify. Planets for such stuff can be hidden...i.e. use the pic file for the stellar background or the asteroid field to disguise the source. The same would go for the empire flags that haunt yet provide ownership cues...use a transparent or opaque jpg so that you do not see it. This means you would have to thoroughly search nebulae and asteroid fields to actually find the source planet/point. If you enable them with some aggressive tendencies, eliminate research but grant them specific high level tech and components you have the making of a game where hunting is in fashion...if you don't get whacked first. Your thoughts?

‹ what is the maximum construction rate that can be achieved on a planet/ship? Vague Visual Request ›
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I think it was one of the

Submitted by malefic on Fri, 2007-01-19 16:55.

I think it was one of the MoO games that had this and I really liked that feature. I remember losing many a scout ship because of some gigantic flying worm or dragon Laughing out loud

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Badger's picture

BERSERKERS

Submitted by Badger on Fri, 2007-01-19 19:14.

If there are ancient ruins...

why not whatever destroyed them.

like the giant cornocopia in star trek?

ooooh scary!

I must have berserkers

and i hate to rip off a robotech idea, but if you play with ruins that should risk activating "sleeping" verserkers

everyone played homeworld, right?

that plotline/scheme waswell - explored i.m.o. there

so...

WHERE ARE MY BERSERKERS?


Anyone who wants power; by definition, cannot be trusted with it...[/b]

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Ah, yes the Lurkers...

Submitted by BlueM99n84 on Fri, 2007-01-19 23:27.

Your comments gave me a flashback to Empire of the Fading Suns. Seems that I remember there were planetside ruins that when explored could unleash some sort of swarm entity similar to the concept used in the Homeworld series.

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Thy Reaper's picture
Mod Designer

Monsters are built in... sort of

Submitted by Thy Reaper on Sat, 2007-01-20 11:17.

MM has some built-in support for monsters. If you've looked in Settings.txt at the visibility settings, there is a space monster field. However, this support was never finished. I'm sure if enough people request it, however.

*cough* *cough*

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Badger's picture

Pirates

Submitted by Badger on Sun, 2007-01-21 02:55.

at the very least, we can steal a page from other books..

could ships "out of supply" or command get a loyalty or morale check--

those that fail become pirates?

i mean, if the ships i've seen get scrapped due to maintenance had crews that chose to TAKE what they want...

i think quite a few things mighta changed

can we mod in "pirate" empire that crews switch to?

Anyone who wants power; by definition, cannot be trusted with it...

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pikcachu20's picture

Re: Pirates

Submitted by pikcachu20 on Fri, 2007-02-02 11:17.

Badger wrote:
at the very least, we can steal a page from other books..[i][/b]

Books with the name GalCIv and MOO... When will we move away from those ideas and create our own for this very capable game? Instead of monsters how about just space based life forms (hostile or helpful). Mutinies on ships is always a possibility.

* Come on people this isn't Star Trek let's kick soome booty.....

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Re: Space Monsters and other villains

Submitted by javaslinger on Fri, 2007-02-02 11:57.

I would love to see those monsters from that recent space sci-fi film that was adapted from a short run TV series (western sci-fi-ish) that I can't place the name of....

Javaslinger

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tverdoon's picture

Re: Space Monsters and other villains

Submitted by tverdoon on Fri, 2007-02-02 13:09.

The Reavers(sp) from Firefly/Serenity?

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Re: Space Monsters and other villains

Submitted by javaslinger on Fri, 2007-02-02 13:11.

That's it!!!

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Re: Pirates

Submitted by BlueM99n84 on Sun, 2007-02-04 00:51.

Ah, that would be a great ability. I can see a colony ship running low on supplies stuck in a far system rescued (boarded) by pirates.

There is a chance that is already in play to some extent. I say that because I noticed in my current test game that I experienced a conversion. The AI's fully crewed light carrier complete with fighters decided to switch to my side. Its an organic so there is not much I can do with it and we are not at war.

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Re: Space Monsters and other villains

Submitted by Terpoma on Sun, 2007-02-04 03:56.

I always enjoyed the Borg Cube space monster in Birth of the Federation - the cubes themselves would wander into the galaxy randomly and required a significant fleet or a coordinated multi-team effort to defeat.

The best part was though that you couldn't just sit around and wait to accumulate ships: the cube would start assimilating planets if left for too long and they'd begin spewing out more ships. So when one showed up, even if it was on the other side of the galaxy, it became a major priority to deal with it. If you just left it, then 20 turns down the line you'd have a much larger problem right on your borders.

Best space monster ever.

If things like this could be implemented in SEIV as a mod, it'd be great. I guess it's not everyone's cup of tea - some people dislike their well-made strategies being disrupted by a game-altering event. But I always lived for scenarios like these. The unexpected turns make awesome games. Even if it did sometimes show up too early - before you had the tech to properly oppose it. It was just awesome playing out those scenarios.

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Re: Space Monsters and other villains

Submitted by Mylon on Sun, 2007-02-04 06:15.

I honestly love random events. The more random and the more thought required to respond to them, the better! A fairly frequent random event ought to be meteorite strikes, both on planets and ships. Mutinies for ships that are low on supplies (and not within range of a resupply depo) can be a possibility. If the game added support for a "neutral" free wandering race (pirates and nomads!) we could even have those mutinied ships convert to the pirates, complete with space stations that mine minerals, produce supplies, and hide in asteroid belts. Smiling

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Re: Space Monsters and other villains

Submitted by CherryMoon on Sun, 2007-02-04 09:13.

Well, it would certainly be interesting to encounter highly advanced ships from time to time.

Imagine the horror when you stumble on an "ancient" warship, equiped with weapons that far surpasses your own, and shields that can take huge ammounts of punishment. Agile like a frigate, but more space then a battleship. Equiped with the best sensors/ecm, hard to hit it and it hit's you with ease. A ship that would take a [b]warfleet[\b] to disable. I would love to encounter such thing, indeed Smiling

I'm willing to sacrify my empire to encounter such one Eye-wink Of course, when I capture it, nobody will stop me then Laughing out loud

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Thy Reaper's picture
Mod Designer

Re: Pirates

Submitted by Thy Reaper on Sun, 2007-02-04 10:23.

I'm certain that a specialized AI could be made to behave like pirates. It would take a significant amount of work, however, and I'd say that getting a good normal AI is a more important goal for now. In fact, in a few minutes, I'm going to start on modding the AI now that a more effective base is available.

And I've had ships convert, too. Mine was on the other side of the galaxy and took about 5 years to bring home Smiling

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Ashbery76's picture
Mod Designer

Re: Space Monsters and other villains

Submitted by Ashbery76 on Sun, 2007-02-04 10:27.

I sure hope the expansion pack adds some much needed atmosphere to the game.Pirates,monsters better events,etc.

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Badger's picture

We've all seen lone ships skulk through our systems...

Submitted by Badger on Sun, 2007-02-04 14:03.

i for one really like how this conversation is going...

[quote = Thy Reaper]I'm certain that a specialized AI could be made to behave like pirates. It would take a significant amount of work, however, and I'd say that getting a good normal AI is a more important goal for now. In fact, in a few minutes, I'm going to start on modding the AI now that a more effective base is available.


that's probably a good point, but even if all the "mutiny" ships did was pillage, i for one would be happy.

Even a it is, i occaisionally have ships - and often see the AI ships- totally cut off behind enenmy lines, with no way htey could get orders.
simply turning them into a minister-controlled "independent" would make sense- the AI need a tweak on that anyway, it will never amke use of ships that have snuck into the rear areas, and it could be - and should have been - devasating.

Maybe fixing this - adding a "raider"(privateer) routine to the ai - would easily allow pirates to work on that level, and since its needed anyway...

I've taken ships via intelligence, but so far as i know, i've never seen the loyalty of a ships crew be a factor or cause it to simply mutiny.
unfortunately.

And the things (berserkers) CherryMoon spoke of, yes, i'd love to see that.

perhaps as this develops, the arrival of nomadic ravagers -or peaceful nomads - into a quadrant will be a viable event.
like when the mongols show up in your total war campaign...

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Re: Space Monsters and other villains

Submitted by Riptokus on Sun, 2007-02-04 18:14.

You know, if it was possible to do a "Raid" attack on planets to capture supplies, then it'd allow pillager ships, allowing you to create ships that "Run up the jolly roger" and go behind enemy lines and pray on the shipping there. The problem is two fold though

1) How crew is handled. It cannot be generated in deep space, transferred, resupplied, or anything else. Lacking this, you have a problem no matter how your ship is designed
2) You can't capture stuff off enemy ships or planets without captruing them in boarding actions, so their supply and ordinance does you no good. You can't salvage any of that in the wreckage. If you could use an order of "salvage" after battles that takes 2 or 3 movement points and get something out of it, it might be doable.

As it is, raiders need custom components that supply ordinace, supplies, and repair the ship.

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Badger's picture

Re: Space Monsters and other villains

Submitted by Badger on Sun, 2007-02-04 18:58.

valid points but more than i'm asking for...

i mean that would be nice, eventually.

but if I get a ship behind enemy lines,
i get mad i can't blow up freighters like in GalCiv.

it is why i ask if blockading works.
i generally play a good empire- so i don't bombard.

when i'm playing nasty, tho'...

it gets nasty as it should.

i'm just talking about with the supplies the ships have, evn - i want the ai ships to actually be useful.

I'd LIKE if they could intercept suppiles, too -
but i DEFINITELY think ships cut off from C&C should go under AI control,
i DEFINITELY like cutting off warp points to blockade - hope the program is rewarding that-
and DEFINITELY want the AI to take advantage of when it finds itself in an undefended area...

which, it has that weird habit of sending, i guiess scouts, lone ships, every once in a while it works...

so - let it use them.

it irks me when i get scared and it jsut flies on through NOT screwing with me.

don't let ME "make it" - i don't need the help.

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Mod Designer

Re: Space Monsters and other villains

Submitted by Phoenix-D on Sun, 2007-02-04 20:20.

Blockading only works when you park a ship over a PLANET. Blocking WPs doesn't do anything (go figure).

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Badger's picture

Re: Space Monsters and other villains

Submitted by Badger on Sun, 2007-02-04 20:28.

Thanks for the response- your little wrench reassures me Eye-wink

i asked somewhere else if blockading planets works: I 've been doing it, hoping it does.

may i ask WHAT effect it has?

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Thy Reaper's picture
Mod Designer

Re: Space Monsters and other villains

Submitted by Thy Reaper on Sun, 2007-02-04 21:07.

You forgot to mention that a ship without weapons can also blockade planets. This is one of those things that makes me hit my head against the wall now and then...

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Mod Designer

Re: Space Monsters and other villains

Submitted by Phoenix-D on Sun, 2007-02-04 22:01.

Badger wrote:
Thanks for the response- your little wrench reassures me Eye-wink

i asked somewhere else if blockading planets works: I 've been doing it, hoping it does.

may i ask WHAT effect it has?

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

Its supposed to block all resources from going out of a colony.

In practice I haven't managed to get my captains to do it. They either run away or blow the colonies to bits. Sticking out tongue

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pikcachu20's picture

Re: Space Monsters and other villains

Submitted by pikcachu20 on Tue, 2007-02-06 12:21.

I would like to nknow what the purpose of blockading a planet anyway. I could understand blockading the warp points (stops material from being gathered by the empire), but an indiviual planet seems silly since most empires have more then 1 colony in a system anyway. The other planets will just continue to supply the empire through there Spaceports.

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Re: Space Monsters and other villains

Submitted by evilginger on Tue, 2007-02-06 14:32.

Its somthing to be gained from a failed invasion and if its the planet with a space port on it it blocks the whole systems output from the target empire

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pikcachu20's picture

Re: Space Monsters and other villains

Submitted by pikcachu20 on Tue, 2007-02-06 15:10.

But most people (even the stock AI) builds multiple Spaceports rendering a blockade on a single planet useless.

-Personally I wouldlove to have a nomadic race in the game... (I hate planet management)

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Badger's picture

Re: blockades... Z.O.C., Pirates, Raiders

Submitted by Badger on Tue, 2007-02-06 20:39.

yeah, sad blockading wp's was broken

i was hoping planetary blockade would cause some kind of morale check, but i was happy with just cutting them off...

i tend to blitzkrieg systems, more than i ever have troops for ...
call me clausewitz but i am pretty much a fan of breaking their military decisively, asap.

another issue comes to mind of ZONE oF cOntrol-

i was hoping to try a simultaneous game to see how that pulls off...
i am reminded of hoe F & E handled it - you could set aside some ships as "reserve" or reaction move-

the concept behind old "ZOC" in old wargames -
and i keeep hoping to get some kind of mileage out of "sentry" setting in that way...
maybe patrol?

anyway: back to pirates, if ALL they did was blockade planets that would be annoying enough.
i'd like to see the ai do that more often with the "lone ranger" - i mean RAIDER:) ships it always ends up with...

maybe ships set on sentry could exert a "zoc" where they cut off supplies, etc... (based on remaining mp's)

that might be easily fixed -or modded? and might be very effective...
Pillage setting" haha!

it could make ships that go indy(pirates) REALLY a pain,
and be a good start on monsters and raiders...

So
who's for a "pillage" clause in sentry?

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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