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

IDEAS AND SUGGESTIONS?

Badger's picture
Submitted by Badger on Mon, 2007-01-29 15:51. SE:V MODs

I would like to see people genuinely discuss the Pro's and cons of the ideas advanced in the mods - in effect , we are all playtesting at this point.
Lets suggest some of the niftier ideas "on high" - the popular ones, well, the idea is to make a game that the most people enjoy... Isn't it?
I'll edit more onto this list - other's ideas- as people - IF people -show any interest whatsoever.
i didn't put my missiles/torps, engines&movement, or autocannon ideas on here...
They have their own place!

1. BOARDING SHUTTLES.http://spaceempires5.com/en-US/node/2412#comment-13504
Still IMO, a great idea, but outside my ability to code. Allow the "Boarding Parties" component in fighters. If it's really a shuttle it should be shootable.

2. EXTERNAL ORDNANCE RACK.
Let Fighters carry a "full size" missile or 2.

3. FIGHTER WEAPONS

EVILGINGER wrote:
My very alpha fighter Mod gets rid of small ordinance weapons and replaces them with one shot full sized ones which require repair before they can be reused.


4. TEMPORAL CLOAKING DEVICE
Martok wrote:
- Same as standard cloaking device but can only be detected by the Temporal Scanner. Maybe has the ability to prevent scans like the Scattering Armor.

‹ FQM 5.00 Beta 2 IRM 0.8b Released. ›
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Re: IDEAS AND SUGGESTIONS?

Submitted by evilginger on Mon, 2007-01-29 16:10.

My very alpha fighter Mod gets rid of small ordinance weapons and replaces them with one shot full sized ones which require repair before they can be reused. I am also trying to create a repair facility which only fixes fighters and counts as hanger space thus reducing the number of fighters on a given carrier. Non carriers would be able to carry fighters but it is intended that the only practicable types should be cannon armed.

I am also fiddling about with advanced hulls. so far I have stealthy hulls which gain a degree of cloaking at each tl Agile hulls which are harder to hit tougher hulls which have more internal structure etc all have the prerequisite of tl10 in a hull size and are mutually exclusive. each advanced tech has a very expensive 5 tls

I would like to reintroduce multi tracking beyond that which Fallen haven has managed in the IRM so far.

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Mon, 2007-01-29 16:13.

could we have both?

one-shot "xo" racks - yours- as wellas smaller fighter weapons?
i agree with ol' Fh that most small weapons will bounce off armored hulls- depending-
or at least not be particularly impressive- but why not have the option... there is always dogfights right?

Troll? No, Sir, I am a BADGER!

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Re: IDEAS AND SUGGESTIONS?

Submitted by evilginger on Mon, 2007-01-29 16:25.

we could have both since I have not actually removed the small versions yet just copied the big ones and meditated one of them so you have the version which goes on ships shoots till it runs out of ordinance and the sort that fits on fighters which is one shot but does not use ordinance. I have tried that and I will have to post a screen short of a group of torpedo bombers losing a salvo at a dreadnought it’s quite impressive especially as they are unarmed after that and so turn away

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Re: IDEAS AND SUGGESTIONS?

Submitted by Riptokus on Tue, 2007-01-30 14:07.

That will be awesome! Expecially if they return to the carrier to "rearm"

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Badger's picture

Re: That would be awesome!

Submitted by Badger on Tue, 2007-01-30 14:17.

Yes it would!
I'm just wondering though...

If i understood BadKitty correctly;
he's repreesenting it as a component sort of like emer. resupply,etc.
- which i thought only triggered out of combat-
but if so, and using them detroys them , how will the carrier "re-arm" them - can it repair during combat?

Let Them Eat....AutoCannons?

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Re: IDEAS AND SUGGESTIONS?

Submitted by evilginger on Tue, 2007-01-30 14:57.

Actually I used the code which is supposed to cause things like stellar manipulation components to break when used (oddly its also hard coded I believe). I did get it to work in combat by appending it to the code which controls a CSM eventually. All the other seekers are works in process. I am still having trouble with the repair facility as I haven’t worked out how to get this to work in combat or if this is possible at all nor can I manage to make the component fighter specific.

It would be even more awesome if I was better at coding

Wanders off thinking about BADGER STEW

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pikcachu20's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by pikcachu20 on Tue, 2007-01-30 15:11.

Badger stew is actually very good..... (Note: Does not taste like chicken.)

Note 2: You are correct in that it is hard coded.

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Badger's picture

Re: IDEAS AND SUGGESTIONS?> Parthian Killer!

Submitted by Badger on Tue, 2007-01-30 16:31.

could i get this to work for emergency propulsion?
i hate that i can't use that in combat.
i want a ship that can spped burst against parthians...
run up AND TEAR THEIR HEARTS OUT.

Troll? No, Sir, I am a BADGER!

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Mod Designer

Re: IDEAS AND SUGGESTIONS?

Submitted by unnamed on Tue, 2007-01-30 16:38.

evilginger

Organic armor can repair itself during battle; can you give that quality to the full size missile? Then after it is fired (stellar manipulation code you used), its broken and would only be able to fire again when fully repaired. Assuming my logic is correct, the fighter would zoom in shoot its missile (which breaks) then retreats because it has no weapon (wont leave the battle though with the Space Combat Allow Retreat = False). When the weapon repairs, the fighter zooms back in. Repeat until someone or everyone is dead.

Problems: I don’t know where the fighter would go, but probable not to the carrier. There would be a set time for reload versus considerations of carrier locations, etc.

Other thought: I think kwok set up in the BM for organic ships to fix structure as part of the hull quality of the ship, I think it can fix internal components. If it fixes internal components could it also fix cargo or components on cargo?

For regeneration on components; See post http://www.spaceempires5.com/en-US/node/1852

Kwok if you see this, could a regeneration boost from a ship hull affect a fighter component (assuming in the cargo)?

Then again for this to work, the fighter would need to get back to the carrier for the regeneration boost. If you can get the fighter back into cargo, then you could probably only put enough ordinance on the fighter for one shot in the first place, then the carrier would simply resupply the fighter.

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Grendel's picture

Re: IDEAS AND SUGGESTIONS? Parthian Killer...

Submitted by Grendel on Tue, 2007-01-30 16:53.

There are afterburners... Maybe something like that could work. Or just make afterburners for frigates. That could be quite nice.

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Badger's picture

Re: IDEAS AND SUGGESTIONS? ...satellites, drones,WP

Submitted by Badger on Tue, 2007-01-30 17:15.

Why would weapon platforms need a computer rather than just having a crew? They shouldn't even need crew quarters.
Life support IF you want to be safe...
maybe a bridge..

as to the computer, Why is the Drone so DUMB but i can tell my satellite "Down Boy"?

for what little it is worth, i think that the computer-command module required to control these should be a PERQ. of, for example, COMPUTER tech:1 - until then you are stuck with Planetary defense platforms9wp's, whatever) Satellites are definitely worth the investment.

especially if you use the exploit of 1 sat bay + cargo bays Smiling

Hold Your Breath for MY MOD!

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Re: IDEAS AND SUGGESTIONS?

Submitted by MrHeckles on Tue, 2007-01-30 17:42.

For the one shot style larger weapon on fighters, why not have a weapon component that is large enough to fill up most of the fighters tonnage, and have only enough ordanance onboard for just one shot. Then the fighter could return to it's carrier to rearm, in the truest sense of the word.

It might take some balancing I guess, but you wouldnt have to muck around with carriers with repair abilities.

One extra question, is there any reason you couldnt convert a fighter hull into a large missile (aka a smart controllable drone)?

And by convert I mean change the tonnage, the layout, etc. to better represent a missile with upgradable individual components.

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Rilo57's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Rilo57 on Tue, 2007-01-30 22:50.

I am experimenting with cloaked warp points. I'm not sure if it's possible yet, maybe something like it will only be visible if you use gravatic sensors.

Now that I'm thinking of it. maybe there could be a bunch of things that would only be visible with certain types of sensors.

Maybe a sphere world that can only be discovered with temporal sensors...

SEV, more than a feeling.

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Re: IDEAS AND SUGGESTIONS?

Submitted by BlueM99n84 on Wed, 2007-01-31 02:26.

There are so many people working different angles. It seems sad that there is no way to coordinate the effort to reduce redundancy and expedite available changes/options that can be incorporated into a single mod.

I have not delved into the various group efforts but perhaps that is the path to follow?

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Atrocities's picture
Mod Designer

Re: IDEAS AND SUGGESTIONS?

Submitted by Atrocities on Wed, 2007-01-31 02:31.

Those who have experience doing these sort of things are working together in one form or another. Its the people who are new to this game and or have very little experience with the over all community that need to focus a bit on combining efforts.

This isn't the only forum devoted to this game you know.

"Travel the path of integrity without looking back, for there is never a wrong time to do the right thing." - Unknown.

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Re: IDEAS AND SUGGESTIONS?

Submitted by evilginger on Wed, 2007-01-31 03:44.

at the moment the fighter once its fired its weapon retreats of the board just like any ship with its weapons shot out but I am working on that. There dosent seem to be code for recovering units in combat just lanching them which may be a problem.

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Re: IDEAS AND SUGGESTIONS?

Submitted by Alpedar on Wed, 2007-01-31 04:40.

Maybe ordonance generation during combat.
And balance sizes, ord requirements,(...) so fighter can eg. have 2 misiles, 1 misile and 3 reloads or 1 misile and ord. regenerator, so he can fire more misiles during combat, but much slower than with any previous options.

This way, it would not be totaly self suficient, but would require only suply from carrier, so carrier would have solar colectors to refil fighterss (or big stockpile of suply).

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Grendel's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Grendel on Thu, 2007-02-01 20:21.

One-Shot fighters: What about designing a "big" weapon that uses 50 ordnance/shot? Ok, you can get one "extra" shot adding extra ordnance storages, but that means 1KT+/shot (at max ornance lvl), and a fighter is quite load limited.

The only problem could be resupply a full fleet of fighters with such an ordnance hunger...

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Re: IDEAS AND SUGGESTIONS?

Submitted by BlueM99n84 on Fri, 2007-02-02 09:54.

That ordnance hunger you spoke to could be satisfied through some posts I have seen on designing in advanced ordnance modules for ships that have ordnance generating capabilities combined with remote ordnance distribution unless this last one is strictly a facility ability. The alternative for your systems is a facility designed to boost remote ordnance distribution plus generation.

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Re: IDEAS AND SUGGESTIONS?

Submitted by BlueM99n84 on Fri, 2007-02-02 10:00.

These discussions also bring to mind the question of whether unit sizes should be edited along with fighter bays that will allow capital ships to haul frigate, destroyer or cruiser size vessels. Having the ability to rearam these babies would require that ordnance generation/remote distribution ability. It could lead to the mother of all missile battles as discussed in the Praxis trilogy. Now if we could do that combined with AoE capable missiles it would prove to be a very interesting mod...

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Re: IDEAS AND SUGGESTIONS?

Submitted by evilginger on Fri, 2007-02-02 10:00.

BlueM99n84 wrote:
That ordnance hunger you spoke to could be satisfied through some posts I have seen on designing in advanced ordnance modules for ships that have ordnance generating capabilities combined with remote ordnance distribution unless this last one is strictly a facility ability. The alternative for your systems is a facility designed to boost remote ordnance distribution plus generation.

Fallen Havens IRM mod has ordinance and suply factorys already and I use these on Bases built in planetless systems as they work a bit like weaker versions of the plan et based resuply depot

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Tue, 2007-02-06 21:44.

About the fighters and boarding parties?

for normal ships, using the shuttles I can't shoot down annoys me - even when i do it.

I'd like to see acontrolled ram cation, maybe even a grapple-hook component requiremt.

this could improve to tractor technology - pretty nifty grappling hook, that.

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Grendel's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Grendel on Wed, 2007-02-07 03:22.

I miss one order for carriers and dronelauncher ships, "attack search with fighters" and "attack search with drones".

I´ve read some people asking for ships able to attack at a distance, from their hex to other system hex. Actually, this is possible with current options: You have fighters and drones ableo to do it.

The problem is that the maneuver is slow and tedious (in PBW, at least): You need one turn to launch fighter/drone units, and then another turn to give then orders and make then attack. Not very effective, I´d say.

What I suggest is an order to reduce launching and movement to one turn. I move, select my target, launch fighters/drones to that location (or to seek attack their target, like current attack orders) and continue moving, in the same order queue. In the same turn, fighters/drones seek and attack the enemy.

This should improve current fighters/drones, and the game would be more playable.

To avoid freighter exploits (a freighter with one fighter bay/drone launcher and tons of cargo hold being more effective than a proper carrier), units launched whith this order should be limited to 6 per fighter bay (the amount of fighters that usually store a fighter bay) and 1,5 for drone launcher bays.

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Re: IDEAS AND SUGGESTIONS?

Submitted by Mylon on Wed, 2007-02-07 04:11.

I think a proper fix to the "freighter exploit" would be to increase the size of these modules (up to about 400kT or so) such that only one would be fit on a ship at a time, with similar changes to fighter launch speed. Or remove unit launching components altogether and mod the abilities into the carriers and other specialized launching hulls.

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Grendel's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Grendel on Wed, 2007-02-07 06:21.

heh, I proposed just the same some time ago... It´s nice to see someone that thinks the same.

Eye-wink

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Wed, 2007-02-07 13:41.

Grendel wrote:
To avoid freighter exploits (a freighter with one fighter bay/drone launcher and tons of cargo hold being more effective than a proper carrier), units launched whith this order should be limited to 6 per fighter bay (the amount of fighters that usually store a fighter bay) and 1,5 for drone launcher bays.

1. no one NEEDS drone launchers, as it stands.

2. what i would think is that 1 bay per fighter is right
but LAUNCHING fighters isn't necessarily the same..
for simplicity's sake, tho, i would let each bay launch.
make each fighter require its own bay -
fighters requier ALOT more than just cargo space!

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Re: IDEAS AND SUGGESTIONS?

Submitted by Fallen Haven on Wed, 2007-02-07 16:57.

Badger wrote:
Grendel wrote:
To avoid freighter exploits (a freighter with one fighter bay/drone launcher and tons of cargo hold being more effective than a proper carrier), units launched whith this order should be limited to 6 per fighter bay (the amount of fighters that usually store a fighter bay) and 1,5 for drone launcher bays.

1. no one NEEDS drone launchers, as it stands.

2. what i would think is that 1 bay per fighter is right
but LAUNCHING fighters isn't necessarily the same..
for simplicity's sake, tho, i would let each bay launch.
make each fighter require its own bay -
fighters requier ALOT more than just cargo space!

Each fighter bay can only launch one fighter at a time during combat. I see no problem that they can launch all fighters out of combat, they have 1 month (game turn) to do it. But i slowed down the launching rate of fighter bays in my mod, this make it harder to launch large waves of fighters if you don't have them on a carrier, and the second waves may come too late to help the previous one.

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Wed, 2007-02-07 17:51.

i did, indeed, mean in combat. In space, sure, you have 36 days!
i've written about the fighter/freighter exploit b4, that as it stands, it only hurts you at warp point seiges.

and i was considering making the same change (launch time)but afraid it would hurt carriers getting out their FIRST wave.

on the other hand, only allowing 1 fighter to 1 bay makes a nice, simple elegant fix AND helps represent that fighters take alot more support than just as cargo weight/bulk.
you can't just throw fighters in a cargo bay without all the support facilities inherent in fighter bays. They aren't furniture!

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

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Martock's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Martock on Wed, 2007-02-07 18:03.

Temporal Cloaking Device - Same as standard cloaking device but can only be detected by the Temporal Scanner. Maybe has the ability to prevent scans like the Scattering Armor. Speaking of cloaking devices, do they have any impact on actual fighting? Do cloaked ships remain cloaked when fighting or do they have to decloak? I've not had the situation arise yet in my games or I've not been paying much attention. I believe that ships in a fight decloak to fire as they don't look any different when cloaked. It would be nice if a cloaked ship were transparent as a visual clue. Kinda like how they are done in Sword of the Stars. Granted, the model size difference is vast and it would probably mean the ships would be difficult to see in a battle.

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Re: IDEAS AND SUGGESTIONS?

Submitted by Fallen Haven on Wed, 2007-02-07 18:11.

Badger wrote:
on the other hand, only allowing 1 fighter to 1 bay makes a nice, simple elegant fix AND helps represent that fighters take alot more support than just as cargo weight/bulk. you can't just throw fighters in a cargo bay without all the support facilities inherent in fighter bays. They aren't furniture!

But the way the game works, they are considered as mere cargo. Game wise, it does not matter if it's a mine, fighter, satellite or troop, it's just another type of cargo. Besides i don't see it as an exploit really. You trade launching capability for extra cargo space. A big wave of fighters is more likely to wreak havoc than a smaller one. A small wave get shot down quickly, a large one offer so many targets that the defending ships struggle to shoot them down (at least, in IRM). Launching 100 fighters at once is much better than 10 waves of 10...

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Re: IDEAS AND SUGGESTIONS?

Submitted by Alpedar on Wed, 2007-02-07 19:42.

Temporal cloaking device that is undetectable by other means is imo bed idea, becose non temporal race would have NO chance aginst it.
Better would be, if temporal sensors could detect anything without temp. cloaking (but, are there different cloakings, or it is turned only to number how good it is?).

Fighters:
I don't see any option except "including" fighter bays into fighter hull and making separate fighter bays somehow worse (Maybe lauchnging slowly, becose not-carrier hull does not have holes for launching fighters, so they must be transported more complicately to surface of ship).

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Martock's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Martock on Wed, 2007-02-07 19:59.

I disagree with you Alpedar regarding the temporal cloaking. It doesn't grant you any massive bonus, except over the AI of course. Cloaking as far as I can tell, and anyone can correct me on this, only means you can't be seen from the main screen. Battle wise it still requires that you have to decloak to fight. As for the cloaking tech, there is just the 1 style of cloaking available. No phased cloaking...no fire while cloaked cloaking. I also like the idea of a temporal cloaking device as it fits nicely into the temporal racial track. If you have the ability to travel around in time or to affect it in minute ways, you may well want the ability to not be seen thus not affecting the time line. Granted, that has no affect on this game as we can't affect the 'time line' but still...

Heck, I'd even settle for the Tachyon scanner having a 'chance' of detecting a temporally cloaked vessel at higher levels, but only a chance. Temporal sensors should be able to see them if they are at least 1 level higher.

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Re: IDEAS AND SUGGESTIONS?

Submitted by neurocord on Wed, 2007-02-07 20:08.

Quote:
2. EXTERNAL ORDNANCE RACK. Let Fighters carry a "full size" missile or 2.
Mod the rate of fire to 30 minutes on your external ordinance weapons, they fire once per combat seeing as you can't recover fighters in combat anyway.

For balance purposes have the space requirements relatively small unless you're modding out all the other fighter seeker weapons.

.......................
I thunk therefore i wuz.

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Badger's picture

tecno_organic/robotic/mechanoid RACIAL TECH

Submitted by Badger on Fri, 2007-02-09 22:42.

Someone mentioned the 'mechanoid' description didn't do much..
i started wanting berserkers, someone wanted borgs...

I decided an easier way to do all htis might be to create a mech. Racial Tech.

I was curious if anyone was even interested, or if this is another pointlessly dead idea.

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Mod Designer

Re: IDEAS AND SUGGESTIONS?

Submitted by Phoenix-D on Sat, 2007-02-10 01:54.

Martock wrote:
I disagree with you Alpedar regarding the temporal cloaking. It doesn't grant you any massive bonus, except over the AI of course. Cloaking as far as I can tell, and anyone can correct me on this, only means you can't be seen from the main screen. Battle wise it still requires that you have to decloak to fight.

Which doesn't mean much if you can bypass all the enemy's warp-point defenses and fall upon undefended planets at will..

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Martock's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Martock on Sat, 2007-02-10 02:00.

Phoenix-D wrote:
Which doesn't mean much if you can bypass all the enemy's warp-point defenses and fall upon undefended planets at will..

Which is why I suggested:

Quote:
Heck, I'd even settle for the Tachyon scanner having a 'chance' of detecting a temporally cloaked vessel at higher levels, but only a chance. Temporal sensors should be able to see them if they are at least 1 level higher.

and if you browsed through the modding forum, I posted a topic there about doing just this as I don't want it to be that powerful.

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Atrocities's picture
Mod Designer

Re: IDEAS AND SUGGESTIONS?

Submitted by Atrocities on Sat, 2007-02-10 02:27.

Most of the ideas and suggestions I have for the game are UI related. I have submitted most if not all of them to Aaron over the course of time. 90% of them are not going to happen, but 10% or so have been taken and acted upon making the game that much better. Smiling I would like to see more of the UI improvements made, and often wonder why Aaron didn't use SE IV's UI as a template for SE V. It is as if he chose to start completely from scratch with SE V and forgot all of the great features that he had created for SE IV. Oh well, SE V is still a pretty good game, even though it is frustrating and cumbersome to play, it is still playable and unique in its own right.

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Sat, 2007-02-10 02:36.

On the other thread i had just asked if any of those were your contributions...

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Potato's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Potato on Sat, 2007-02-10 02:45.

Quote:
Heck, I'd even settle for the Tachyon scanner having a 'chance' of detecting a temporally cloaked vessel at higher levels, but only a chance. Temporal sensors should be able to see them if they are at least 1 level higher.

This sounds like an interesting idea so long as it is well done. It would also help if cloaking were available earlier in the game, to make it a viable strategic factor. In balance mod at least, cloaking dosent come along until you've maxed out the physics research tree. Effectively I end up ignoring it because by the time I reach it, enemy sensors will be so sophisticated that I would need to dump an enormous amount of research points into it to surpass their sensor tech and make it viable.

Quote:
Someone mentioned the 'mechanoid' description didn't do much.. i started wanting berserkers, someone wanted borgs...

I decided an easier way to do all htis might be to create a mech. Racial Tech.

I was curious if anyone was even interested, or if this is another pointlessly dead idea.

I think the mechanoid trait definitely needs to be modified, unless their is a significant change to how bio-weapons work it is useless (my preference for bio-weapons would be for an infected planet to have a percentage chance each turn to spread plague to another planet in the system, and eventually throughout your empire).

As a racial tech it opens some interesting possibilities, a borg like race that can 'assimilate' enemy populations, turning them into a modified version that has a new unique racial trait would be very interesting. I havent read the berserker books, how would you design that?

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Potato's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Potato on Sat, 2007-02-10 02:50.

Another random idea

Psychic planet capture:

I think the psychic racial trait should allow development of a 'psychic projector' component that would allow planets to be captured without troops. Maybe design them so that each one can subdue about 10m colonists, and allow them to be stacked on ships so they don't get too overpowering. It only makes sense in my mind that a psychic race would be able to take over a planet without firing a shot.

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Badger's picture

Re: IDEAS AND SUGGESTIONS? > beresrkers

Submitted by Badger on Sat, 2007-02-10 02:56.

inthis setting, i would merge the berserkers into the ruins & ancients, sort of homeworld/robotech- you keep messing with ruins, you might wake up old stuff

that is basically what the berserkers were: like the weird "horn" cornucopia thing in star trek?
a weapon that outlives its war?

sound like terminators, right? well- the weird thing with berserkers is... its not a population... not a crew...
so i was really reaching.
but it was a thought.

i can't remember the race, but you know the tech-narch from x-men, the borg remind me of them

Sorry: you asked how to do this.
I am at the brainstorming phase.
most of the ideas i float no one responds to so... dont develop much unless they tikkle hell outta me.

i was already working on computer tech - so - thatis where i am starting.
plague immunity...
ability to "build" population?
reserch physical improvemtns/traits?
hmmn.

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Sat, 2007-02-10 03:00.

Potato wrote:
Another random idea

Psychic planet capture:

"MASSIVE PSYCHIC PROJECTOR"

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Potato's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Potato on Sat, 2007-02-10 03:06.

That does sound like a great idea for a more random event type situation. There was some discussion of designing a pirate/nomad race that could exist completely without planets. I'd love to see a mod where there is a random chance of a berserker race appearing in a system with space yard ships, robo resource collectors, ect. They wouldnt attempt to colonize or conquer but move from system to system trying to wipe out all life it encounters.

Quote:
i was already working on computer tech - so - thatis where i am starting. plague immunity... ability to "build" population? reserch physical improvemtns/traits? hmmn.

Building population sounds interesting, I'm not sure if its moddable but could you set it up so that you can research higher 'mechanoid tech' levels and then design different populations. Some could boost research, others production, eventually you could design new pop. units that could breathe different atmospheres.

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Sat, 2007-02-10 03:29.

I replied already and accidentally erased it trying to manually move files for a multiplayer game.
Like the other player ssaid, this is a decade obsolete...

As to the bit at hand: i see berserkers as not so much random but ...LURKING.

PeekAtChu20/20, my pet Pokemon; is one of the big proponents of nomad races - we were probably all in that thread together, too - the homeworld races, the Dregans, the battlestar galactica fleet, any of these would be examples of that possibility...
there is alot posted on the pirates/monsters threda about all that..
It was pointed out that a race that never developed warp could 'wander' onto the galactic map like true nomads- that would be more of the kind of random event i envisage.

As to mechanoids, depending on HOW robotic vs. organic they are, they shouldn't NEED an atmosphere.
Much like you spend beginning techs, their very abilities are techs so one that starts with no atmosphere requirements might be taking that insteda of - whatever.

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Potato's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Potato on Sat, 2007-02-10 03:44.

Quote:
As to mechanoids, depending on HOW robotic vs. organic they are, they shouldn't NEED an atmosphere. Much like you spend beginning techs, their very abilities are techs so one that starts with no atmosphere requirements might be taking that insteda of - whatever.

A racial trait that allows a race to use the max capacity of any planet without regard to atmosphere type. That would be an immensely powerful racial trait.

I remember playing Pax Imperia: Eminent Domain, that game had a similair setup to SEV with regard to atmospheres/gravity/conditions that allowed colonization and there was one race that could colonize any planet no matter the condition, that made them powerful, but they had alot of negative traits like slow research, building, intelligence ops.

I think the only way to balance a 'all atmospheres' racial tech would be to balance it with a lot of negative traits to limit how powerful it would be.

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Badger's picture

Re: IDEAS? DEFENSE FACILITY -Military base

Submitted by Badger on Sat, 2007-02-10 23:12.

I wonder if it wouldn't be easier to just represent planetary defenses by making it a facility -
Defense facility, military base, something like that.

I am wondering if i can perhaps modthat just by playing with a facility that has 1,00kt cargo and is required for placement of a "weapons platform" that now becomes 1,000 kt.
a pretty scary htought...

but probably a good representation?

Then it could have crew quarters, fighter bays, etc...

I'm not big on freebies, and htink the weapon platform is a cumbersome way of doing smae basic concept - except you're transporting it.
I guess it depends on if you agree with that.
hmmn - maybe - i believe this can be turned OFF in unit -abilities...

but it might be...?

hmmn. I wanted to see, i didn't recall any old posts so THINK htis one may be original...

i'm sure someone has already suggested it.. so -
what does anyone think?
ramifications?

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Atrocities's picture
Mod Designer

Re: IDEAS AND SUGGESTIONS?

Submitted by Atrocities on Sat, 2007-02-10 23:21.

A while back I suggested military installations, bunkers, and fortifications. Military bases/installations would be required in order to have fighters on a planet, or troops. But this was shot down hard and fast. I had spent a significant amount of time formulating the concept and articulating my ideas. It only took one or two posts in the "beta" forums to splash me and my ideas. Since then my attitude has been pretty much to hell with it. No idea is going to get by without someone torpedoing it. So why bother. Additionally, if it isn't already a part of the game, chances are it won't ever become part of the game. So again, why bother?

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Badger's picture

Re: IDEAS AND SUGGESTIONS?

Submitted by Badger on Sat, 2007-02-10 23:39.

ah, but you see, i am not a beta!
But you have a point - any idea will get torpedoed - by somebody.
The point of tryinis that you hope its not torpedoed by too many people...

It doesn't surprise me you, of the ones that have deigned to answer Smiling thought that up.
I still think i can pull it off by manipulating the variables -

but, honestly,

i'm afraid your other point may be just as true - if its not already in the game, it won't be?

Hmmn..
Not very encouraging.
unfortunately, you are echoing the sentiment i feel coming anyway.Smiling

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Mod Designer

Re: IDEAS AND SUGGESTIONS?

Submitted by Phoenix-D on Sun, 2007-02-11 00:11.

Atrocities wrote:
Additionally, if it isn't already a part of the game, chances are it won't ever become part of the game. So again, why bother?

You mean like the retreat border? Oh wait. Eye-wink

A lot of ideas are going to be shot down. That's the nature of the beast. The ones that don't will generally come out of the process stronger (eg instead of SEIV's no-retreat system, we ended up with an option retreat system with moddable borders).

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