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

New PDs and Thrusters

Submitted by Juju on Mon, 2008-02-04 05:51. SE:V MODs

Hidiho,

Right now I am actually reading the manual to Space Empires V Smiling
and got some new Ideas from it Smiling

If you done it allready tell me, if not everyone is allowed to use them freely ( and then tell me Smiling

Again, I'll do no coding .. just suggesting Smiling
( maybe planning ^^ )

I allready posted a suggestion to Gideon for his GidMod but I think all of you should know about it
( and help pressure Gid into including it Smiling

GREAT JOB ON THE GIDMOD by the way .. it's my favorite atm Smiling

but now, less yapping more details

I want Organic PD. Or Crystal PD .. Just a bit more use for the Racial Trait Weapons Smiling
maybe for the time and psychic weapons too Smiling but i don't really like them

I think it puts a bit diversity in playing, because you don't have to research beam or blaster weapons just for pd.

Maybe even split the Trait Weapon Trees .. meaning you don't get whopping four different weapons from
researching Organic Weapons .. I admit its more expensive to get them in the first place, but that can be changed too Smiling

.. end to my first cent Smiling

second .. the idea I got by reading the manual ..

the turn rate of ships.

the bigger the hull, the slower the ship turns .. I have no posibility to counter that ( or does it rise if I put more engines in ? i didn't check that out, it just occured to me right now )
while I research the hulls they get bigger but the shiptype stays the same .. without having the
possibility to build the older versions of the hull ( which would kill the selecting process for the hull completely Smiling my small agile ships turn slower the more I research them ?!?!?

To counter this I thought of the Manouvering Thrusters .. additional Engines that add to the turn rate
and use a little supply in combat .. they are of no use elsewhere Smiling

that would give those pesky little Baseships a bit more of a spin .. and while we are at it,
why don't give them afterburners for a short time speed boost in combat Smiling

"Captain, we reached the fleet in just under 10 seconds .. but we are out of supplys to fire our main cannonns ^^ " .. famous last words

now lets discuss

another 2 cent for the great game of space empires Smiling

‹ Pirate Race & Tech addon to kwok's balance mod Technology Tree ›
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Re: New PDs and Thrusters

Submitted by Lastdreamer on Mon, 2008-02-04 09:38.

I'm thinking too about letting racial tech be more "standard tech" replacing.

About turn rate, I think that it's not possible to make it depending on component/tech level. But I'm not 100% sure.

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Re: New PDs and Thrusters

Submitted by Juju on Wed, 2008-02-06 02:58.

What about putting the Racial Trait Techs in the standart techtree and make them more expensive the more of them get researched ..
for example

organic lvl 1 5,000 rp
crystal lvl 1 5,000 rp
temporal lvl 1 5,000 rp

i research organic, everything else gets more expensive ..

organic lvl 2 7,500 rp
crystal lvl 1 50,000 rp
temporal lvl 1 50,000 rp

i research crystal ...

organic lvl 2 7,500 rp
crystal lvl 2 75,000 rp
temporal lvl 1 500,000 rp

.... my only problem is .. what when I research them all at once in first round ( starting points Smiling

maybe one should mark them as "starting technologies" ...

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Re: New PDs and Thrusters

Submitted by Vince278 on Wed, 2008-02-06 17:26.

I always thought it odd that I had access to standard ship designs as an organic. Having organic-only ships should be part of the tech's built in advantage/disadvantage. Smiling

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Astorax's picture

Re: New PDs and Thrusters

Submitted by Astorax on Wed, 2008-02-06 17:38.

Its the same for Crystalline, Vince. I think it has to do with having to research the Organic/Crystalline tech to gain access to anything to do with it. So, if you haven't researched anything in Crystalline/Organic tech then you wouldn't be able to build anything or expand/etc. Only really relevant in the beginning of games when you haven't researched it yet and thats what the normal hulls and stuff are for, methinks.

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Re: New PDs and Thrusters

Submitted by Vince278 on Wed, 2008-02-06 17:51.

I've always started with the tech anyway. I didn't think one was able to research them from scratch. Smiling

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Astorax's picture

Re: New PDs and Thrusters

Submitted by Astorax on Wed, 2008-02-06 17:57.

You start with the tech but not researched (unless you use starting free research points). Like I will have the tech area Crystalline but I can't build a crystalline hull'ed ship or unit or any type of crystalline facility or weapon until I research it. First level gives Crystalline Technology and second level gives Crystalline Weapons (as tech areas to further research).

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Re: New PDs and Thrusters

Submitted by Vince278 on Wed, 2008-02-06 19:35.

I do use a certain number of starting points often. Smiling

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Mod Designer

Re: New PDs and Thrusters

Submitted by CP1985 on Thu, 2008-02-07 01:37.

A ship's turn rate is based on tonnage. It does go down slightly as your hull gets bigger. The amount of engines has no effect at all on turn rate. It is simply a non formula data field in Vehiclesizes.txt

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Re: New PDs and Thrusters

Submitted by Vince278 on Thu, 2008-02-07 20:30.

Smiling

I like the original post. Smiling

It makes great use of smilies. Smiling

Smiling

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Re: New PDs and Thrusters

Submitted by Juju on Fri, 2008-02-08 02:38.

Thanks Vince Smiling :)

And I am with you on this, I think its a Race Decission to build either crystal, organic or normal ships so who cares if there is a little inconsistens in the beginning ?

as i did in dark nova 5 mod ( who puts a lots of new ship types in ) i got myself all the tech traits and started out in an all tech game, just to look at the possible techs Smiling

that was a really long list from which to chose a hull Smiling

so maybe yeah, it should be possible to use all hulls Smiling
but then I want a FILTER Smiling

but to get on topic again .. do you think its possible to invent a ship component that can make my ship turn faster ?

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ekolis's picture
Mod Designer

Re: New PDs and Thrusters

Submitted by ekolis on Fri, 2008-02-08 14:40.

Not without Aaron either coding in a new "turn rate modifier" ability or changing the hull turn rate field to allow formulas.

~~~
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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