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

YAVM: Ars Scientia Mod

ekolis's picture
Submitted by ekolis on Fri, 2007-11-09 12:00. SE:V MODs

In case you're wondering what "YAVM" stands for, it means "Yet Another Vaporware Mod" Sticking out tongue

Yeah, I started on another new mod again... the theme of this one is a more interesting research system, hence the name, which means "The Art of Science" in Latin (though I probably got the cases wrong Sticking out tongue)

Basically, what I'm doing with the research system is combining the "random research" and "specialized research" concepts posted earlier, and reshuffling the tech tree a bit. There are now 8 categories of research, each of which corresponds to one of the stock Theoretical Sciences:

* Astronomy - gives sensors, solar power, scanners, warp drives, etc.
* Biology - gives organics extraction, medicine, bioweapons, terraforming, colonization, etc.
* Chemistry - gives armor, missiles, warheads, special weapons (such as anti-engine weapons), etc.
* Culture - gives cultural advancements (some require other techs as well)
* Industry - gives basic hull construction techs (in conjunction with Military Science subtechs), computers, robotics, etc.
* Military Science - gives ship/unit hulls (in cojunction with Industry subtechs), ECM, point defense, military training, some intel ops, etc.
* Physics - gives (most) weapons, engines, etc.
* Psychology - gives applied research (which lets you choose your own techs beyond the basic 8 areas), intelligence gathering, some intel ops, pacification, etc.

I'm not completely removing the ability to choose your research paths though - the "specialized" labs will most likely perform only theoretical research (the 8 areas listed above), while the "stock-style" labs will provide your applied research (the techs which actually give the results).

Also, the costs for tech areas are changed (though this is subject to testing): The low and high research cost formulas are as in SE4: level * cost and level^2 * cost repsectively, and the medium tech cost formula is level * sqrt(level) * cost. This should provide a steeper research curve...

All theoretical sciences start at level 0 (though there are "basic" applied ones available from the start so it's not TOO hard!) and go up to level 4, while all applied sciences go up to level 10.

‹ Few (probally basic) questions for modding Creating Fleets ›
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Mod Designer

Re: YAVM: Ars Scientia Mod

Submitted by Gideon on Fri, 2007-11-09 14:14.

Hmm...I'm interested in how this will turn out.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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ekolis's picture
Mod Designer

Re: YAVM: Ars Scientia Mod

Submitted by ekolis on Fri, 2007-11-09 16:26.

Yeah, one thing I didn't quite elaborate on is the hull system. You know how some mods have "gridded" weapons so you need level 5 antimatter weapons AND level 5 torpedoes to get level 5 antimatter torpedoes? Well, I'm not doing that, but what I am doing is gridded hulls. It's sort of an evolution of the Invasion! mod scheme for SE4 that Combat Wombat came up with...

Basically you have 5 "hull weight" techs, ranging from Flyweight to Superheavyweight. Those each go up to level 10. You also have a number of "unit type" techs, such as "Warships", "Utility Ships", and "Fighters". Those also go up to level 10. Each hull is assigned a combination of weight (which is relative to its type - not all fighters will be flyweight and not all bases will be superheavyweight!) and type (which should be obvious!) So a "frigate" might be a "lightweight warship", a "heavy colony ship" might be a "superheavyweight utility ship", and a "bomber" might be a "heavyweight fighter". Then, to get, say, a level 5 frigate, you'd need level 5 in "lightweight hulls" and level 5 in "warships".

~~~
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: YAVM: Ars Scientia Mod

Submitted by jimbob on Sat, 2007-11-10 21:18.

Where do the various racial techs fall? Would Crystaline go in Chemistry, whereas Organics would go in Biology?

As long as you're at it, it would be nice to have some racial tech cross-overs as in a SEIV mod by SJ (can't remember, was it Pirates and Nomads?).

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ekolis's picture
Mod Designer

Re: YAVM: Ars Scientia Mod

Submitted by ekolis on Sun, 2007-11-11 13:36.

Most of the racial techs are removed (at least for now), the point being it's better to get a mod out in public than to futz around with racial techs that half the players don't use. (The same philosophy was applied to Stellar Manipulation, BTW - I only have techs for warp point manipulation and planet destruction.) However, Psychic is still there (in a sense) - any race can research Psychology to level 4, and unlock Psionics, in which I plan to put some interesting things (not sure what exactly yet)... Also, Religion is now a cultural advancement rather than a tech area; it provides enhanced population loyalty (though I'm not 100% sure that "population loyalty" actually does anything in SE5... Sticking out tongue)

~~~
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: YAVM: Ars Scientia Mod

Submitted by jeremy on Sun, 2007-11-11 23:06.

ed, I really like the sound of what you're doing, and hope it gets integrated with some of the other mods, too Smiling

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