Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 0 users and 142 guests online.

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Religous Trait ideas

Romulus68's picture
Submitted by Romulus68 on Wed, 2008-03-05 12:20. SE:V MODs

I wanted to bounce some ideas off everyone to see if this is doable the way i imagine it.

The idea is for a new series of units/structures for the Religious Racial trait similar to what Organic and Crystalline get.

I imagine a unique Temple structure that opens up new unit/ship types. Now what sets these units apart from other units is in the structure points of the troops, fighters and ships. The Tonnage ratio is what determines how hard it is to destroy a said item, correct? More or less the Religious race uses the same stuff as a normal race, but its more resilient. Think of it as religious Zeal and Feel no Pain thanks to their undying belief in their gods.

So, a religious ship would be say 25% more resilient at Religion One and progress from there. I need advice on where

This is in reference to the Hulls/base. For example a basic Frigate is 250 Tons and 250 ton structure. The 2nd number drives its ability to take damage in combat. What I'm unsure of is how the base Hull structure factors in to the damage taken during combat.

By simply raising this tonnage number will it make a ship last longer in a fight?


I was also thinking of hero characters as well. These would have much, much higher structure, but you give them a VERY high build resource cost to make it take longer to construct/train and high maintenance costs to limit their numbers. Also, they can only be built/trained at the planet containing a temple.

Idea areas to draw from for ships, fighters and troops: Jedi from star wars and Inquisitional forces from Warhammer 40k.

‹ Population based research? Alpha Testing and Assistance ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
Lord Aries Greymon's picture

Re: Religous Trait ideas

Submitted by Lord Aries Greymon on Wed, 2008-03-05 18:18.

On the Hero-ships thing.
It should be possible. Afterall, if one can (and most do) limit the number of shipyards per planet, then why couldn't you limit the number of a specific hull type to one (or 2) per player?

Might take a bit of creative thinking to make it work though.
____________________
I'll make one later.

» login or register to post comments

Re: Religous Trait ideas

Submitted by Vince278 on Wed, 2008-03-05 19:36.

I always thought the religious types should get bonuses to convert others. Perhaps bonuses to diplomacy? Smiling

» login or register to post comments
Romulus68's picture
Mod Designer

Re: Religous Trait ideas

Submitted by Romulus68 on Wed, 2008-03-05 20:50.

Vince278 wrote:
I always thought the religious types should get bonuses to convert others. Perhaps bonuses to diplomacy? :)

What about bonuses to migration? That represents drawing in converts to your Empire. I like that a lot!

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» login or register to post comments
Lord Aries Greymon's picture

Re: Religous Trait ideas

Submitted by Lord Aries Greymon on Thu, 2008-03-06 00:11.

That does sound good.
____________________
I'll make one later.

» login or register to post comments
Romulus68's picture
Mod Designer

Re: Religous Trait ideas

Submitted by Romulus68 on Thu, 2008-03-06 09:36.

I tried raising the Structure tonnage last night and ran combat simulations. From what i could tell it had no bearing on the battle or damage taken.

Anyone else researched/tried this?

Emailing with Devnull we come up with a good idea that follows the same premise of making the Religious zealots fight on longer. We were thinking about "Blessed Armor' that is basically normal armor but stronger. It would be an option like Organic and Crystalline.

» login or register to post comments
Rilo57's picture

Re: Religous Trait ideas

Submitted by Rilo57 on Thu, 2008-03-06 12:55.

Check how much damage was being done in your simulations, the structure tonnage is the "hitpoints" of that component. So increasing the hitpoints should make that unit last longer. Maybe you could make the religious components on the ships count as armor, and then in their structure tonage put an equation that goes up with religious levels.

putting the religious components as armor would allow the ship to last longer and still function.

SEV, more than a feeling.

» login or register to post comments
bearclaw's picture
Mod Designer

Re: Religous Trait ideas

Submitted by bearclaw on Thu, 2008-03-06 13:56.

I think the problem might come up that sure the unit/ship/base has a higher kt to take dmg but the individual components don't. If the first blast from a weapon takes out the armor and weapons, regardless of the kt remaining, that unit is still out of the fight.

Perhaps a better option is to add the ability that increases the kt structure of all components on that unit. It's even doable to have this ability on all units but only active for the respective Religeous tech. That way, you would not need to have a special set of units/hulls just for religeous race.

For Dark Nova 5, I've got a plan to do something similar but I'll be utilizing Crossover techs to achive these sorts of things.

EG: A player chooses psychic and Religeous techs will end up with a Jedi-type empire (though named different)

Or: a player discovers unique version of certain psychic tech and religious tech will end up with a Lightsabre-type infantry weapon.

I've got an ever-growing list of possible crossover ideas. Should be good once I've got it completed.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

» login or register to post comments

Re: Religous Trait ideas

Submitted by LordDemon on Wed, 2008-04-16 02:36.

You could provide a "faith totem", which works like the emissive armor, reducing X kt of damage from each shot.

I'm not sure if that would work against armor penetrators, but I don't think the capability is tied to armor status of the component. Also, it is worth considering if the effect is only those hits that damage the faith totem itself, or can they be extended to hits on any component on the ship.

This would make the vehicle fight longer, by reducing each incoming damage by certain amount.

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • I am so impressed!
  • Space Empires V 1.74
  • Neutral pack 1.10 released, now adds three neutral races.
  • Stuipd Question
  • Research By Percentage SUCKS

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • ship designs and abilities
  • alliance sticking from game to game bug
  • Gritty Galaxy Fleet Clash
  • Oh the humanity!
  • Questions on Patch 1.66
(c) Strategy First, Inc. All rights reserved.