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

Hidden nationality

Submitted by Ophanim on Sun, 2007-10-07 00:18. SE:V MODs

Hi people,

Adding in a few components, but is there a way to hide a ships nationality without using a cloak?

Thanks in advance.

PS. I have had a quick read of the modding doc, but haven't found anything.

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ekolis's picture
Mod Designer

Re: Hidden nationality

Submitted by ekolis on Sun, 2007-10-07 10:53.

Like make it so you can't tell whose ship it is? No, but that would be cool...

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Ashbery76's picture
Mod Designer

Re: Hidden nationality

Submitted by Ashbery76 on Sun, 2007-10-07 12:29.

Pirates like in CIV4/Sword would be a great expansion idea.

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ekolis's picture
Mod Designer

Re: Hidden nationality

Submitted by ekolis on Sun, 2007-10-07 13:12.

In SE4, modders added "pirate", "nomad", and "monster" empires with specialized ship designs, components, and AI... I'm sure the same is possible in SE5, if someone wants to try it... the way they worked was none of them were able to colonize planets, but they had special abilities like pirates had cloaked light hulls and cheap boarding parties, nomads paid no maintenance, monsters were ungodly powerful at the beginning of the game but couldn't research (evolve) very quickly... I bet there's a lot more that can be done with SE5 in this regard than with SE4, it's just waiting for someone to do it Eye-wink

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The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Hidden nationality

Submitted by Ophanim on Sun, 2007-10-07 19:00.

I wouldn't call it a mod I'm making. I'm just jerry-rigging some new techs, components, society models, and racial traits into the code.

I need a few ideas on how I can develop the idea further if anyone is willing to help, and I can't play to save empire so the additions I have are far from balanced.

What I have so far is the idea that pirates have a watered down version of most standard facilities, Black markets to generate resources, Techies to generate (limited) research/intel points. with the idea of abandoning planets all together in favour of pirate havens - A large starbase with smaller ones to add more capabilities: Ship training modules, research/intel modules and such. It would be cool to have a big-arse floating city in the middle of a system completly colonized by another civ.

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ekolis's picture
Mod Designer

Re: Hidden nationality

Submitted by ekolis on Sun, 2007-10-07 20:00.

Note that for some reason in SE5 the resource/research/intel production abilities don't work without a colony - just thought you might want to be aware of that! There may be workarounds, though - for instance, (haven't tested this so it might not work) you could put special invisible "planets" of a new planet type (call them "Lagrange Points" or something) which only pirates have the tech to colonize... then the pirates could effectively have "space colonies" there hidden from all other players... thing is, I don't know if it's possible to have planets that are inherently cloaked, and if they are cloaked, then how would the pirates see them without being able to see all cloaked ships, and what level of cloaking should they have so that they're eventually attackable by non-pirate players yet not too easily attackable?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Hidden nationality

Submitted by Ophanim on Sun, 2007-10-07 20:53.

we could use the cloaking mechanics to create a facility that "cloaks" a planet, but (fluff-wise) just makes it so other civs overlook the planet in question. That would make the planet invisible until other civs start using advanced scanners/sensors. Being a facility means that in the early stages all an opponent sees is a collection of bases/ships/sats hanging in space (there is a planet there but it's not worth looking at).

To simulate the semi-nomadic nature of pirates we'd also need a new colony module that only works if no friendly colonies exist in that system. These would work around the research/intel thing that was pointed out, and given the limited space on 1 planet per system also serve to limit pirate tech progress without capturing ships.

What do we think about giving pirates (more expensive) boarding parties that can penetrate shields?
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ekolis's picture
Mod Designer

Re: Hidden nationality

Submitted by ekolis on Sun, 2007-10-07 21:24.

I don't think boarding parties can penetrate shields, no matter how you mod them... however, you could give them powerful shield depleter weapons...

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: Hidden nationality

Submitted by Ophanim on Sun, 2007-10-07 22:33.

Thinking of having a full range of pirate technologies, and stuff that specialises their star ships. We could have this as a full suite of technologies/weapons and such ... bit not include (vital) support odd-bods like improving research labs. This would (hopefully) continue the pirate feel and actually force a decision to become more of a standard nation state to get other stuff.

Could have a new range of ships that is only available to pirates that are naturally evasive or cloaked. If we do do that we should only do 2 or 3 hulls and not improve stations ant freighters and the like.

For weapons we could have a line of boarding parties and short-range shield dampening weapons. Could even add a few random events into the code to relate the unreliability of pirate knowhow.

Engines that have chances to overload, work at 150% or drop out for a few turns (or have a pirate "weapon enhancement" to do that for everthing.

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Re: Hidden nationality

Submitted by Ophanim on Mon, 2007-10-08 01:22.

Thanks for your thoughts and help Ekolis. Got a few ideas going that I'm posting in another topic to make input easier.

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