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

Introducing the Advanced Gameplay Mod

Submitted by silentbob14131 on Mon, 2007-08-27 14:58. SE:V MODs

Well the name says it all, im starting my own mod for SEV called the Advanced Gameplay Mod. to give a short background to me and the mod, ive been play SE since numero 3 and many many mods related to all the various incarnations of the series. my favorite one though was a B5 mod for SEIV from which i got a lot of inspiration for my mod. now i havent actually done any "work" per se but i have dones alot o thinkins on the subject of problems i have with the stock game and new things i would like to see in it. well without further ado heres the wishlist

***update*** did some basic testing of some of my idea on slowing down early game uber expansion that didnt really work so im just gonna go the simple way...

- decrease population production bonus by 1/4 from stock

- increase resource and supply/ordinance storage by 5 or 10 or 5 resource 10 supply/ord

- increase max population on planets by 2 or more and decrease pop growth by x4, again for more realism

- increase amount of cargo space require for population transport by x4

- increase max number of facilities by x2 to 5 on planets

- decrease amount of supplies ships can have or increase supplies used by engines to stop the hyper expansion of the early game and make expansion and exploration a more steady progress.

- maybe increase cost or maintenance of colonizers, again to slow done expansion and make them much more valuable.

- make base ship yard the primary ship builders as this only make sense to me (much easier to build and launch a new ship from space than from the surface of a planet)

- possibly add reactor type component which would act like solar panels but better to off set early game limited supplies to allow more fluidity to the mid game. (not sure about this one, i think the B5 mod i talked about before had a real hard time getting the AI to use them properly

- add the gattling PD mod, again more realistic and looks cool

- give spaceports an added reduce maintenance ability to simulate the reality of ships/military units costing more to maintain when they are outside their home borders

- give organic, crystal, and temporal races more uniqueness (only thought of stuff for organics so far)

- organics : make them a swarming type gameplay, ala Zerg or Bronze Tribe for those who watch the anime Heroic Age, ie lots of fighters and smaller ships with less effective weapons than a standard race.
- more fighter types: tiny, small, med, large, huge
- more carrier types and give them the ability to construct or a small ship space yard component for organics only that constructs at a small rate to simulate it breeding replacement fighters.

- add mech unit which would be a launchable unit like a fighter but only as fast as a larger ship, more of a launch able PD then an offensive weapons system. (not sure on this one yet)

- use LordHavoc New Stuff Mod and some parts of BM, if they lets me.... please.

...well thats alls i gots for now, im first going to be implementing the population prod bonus decreases and the early game supply factor to ships as those are most important to me for this mod and the easiest to do and test. now i would like to get feed back on my idea, not if you think its good or not as im mainly making this mod for me but more to its feasibility in gameplay, balance, and if the AI cane handle it (as i know next to nothing about AI and its abilities) so i shall be eagerly awaiting your posts...

SilentBob
Overlord of Silly-Cy-Bin Productions (TM pending)

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Mod Designer

Re: Introducing the Advanced Gameplay Mod

Submitted by LordHavoc on Tue, 2007-08-28 11:03.

I don't mind you using my mod as a template for yours. Just put me in the credits and i'd be happy. (I will be on the lookout!!)

I'll still continue my mod as a seperate project. You see i'm not working to any kind of structure or plan. And a structure would hamper my 'free spirited creative juices of pure chaos' that spawns from the roots of my mind.

Your lord and master (below Foamy) LordHavoc

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Re: Introducing the Advanced Gameplay Mod

Submitted by silentbob14131 on Tue, 2007-08-28 12:01.

Thank you most kindly LordHavoc and dont worry ull be in the credits for sure. since your going to be doing your mod separately i guess ill just have to leave a few ideas on ur mods thread and do things that way

SilentBob
Overlord of Silly-Cy-Bin Productions (TM pending)

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Mod Designer

Re: Introducing the Advanced Gameplay Mod

Submitted by Romulus68 on Tue, 2007-08-28 13:25.

You may need to decide if his is going to be a single player mod or a multiplayer mod. Much of what you describe will be hard to get the AI to use it properily. If you go into it with the understanding this is for multiplayer you will have a much easier time of it.

On that note, slowing down expansion can really draw out the game in multiplayer. I like the slow buildup myself, but if you spend 6 months in real life on PBW and have not got outside your home solar system it will be a VERY boring game.

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Re: Introducing the Advanced Gameplay Mod

Submitted by silentbob14131 on Tue, 2007-08-28 21:05.

i do wish to make this a singleplayer mod so ya... i knew AI might be a problem with my ideas so i guess im gonna have to tone down some of the changes so that the AI can work properly without major work on the AI. so what parts of my idea do you much smarter people out there think the AI will have the hardest time with?

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Romulus68's picture
Mod Designer

Re: Introducing the Advanced Gameplay Mod

Submitted by Romulus68 on Wed, 2007-08-29 10:44.

silentbob14131 wrote:
i do wish to make this a singleplayer mod so ya... i knew AI might be a problem with my ideas so i guess im gonna have to tone down some of the changes so that the AI can work properly without major work on the AI. so what parts of my idea do you much smarter people out there think the AI will have the hardest time with?
SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

I think it will have the hardest time with ship utility designs. That may become more of a factor of you getting the coding right. The more components in the ship the harder it will be to get them to come out functional. This all plays into the AI being able to prosecute a war against someone effectivily. I saw someone has a mod that remembers where planets are now to make the AI attack smarter. That is definitely worth borrowing if you can get permission.

I'm not sure how it will handle the added facilities.

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Re: Introducing the Advanced Gameplay Mod

Submitted by Kilson on Wed, 2007-08-29 12:29.

make base ship yard the primary ship builders as this only make sense to me (much easier to build and launch a new ship from space than from the surface of a planet)

-- One way is to make a constructor unit ( A unit that can build) -- there is no build menu for units but they can build. Get rid of the Space yard facility and there you go.

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