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

Racial trait suggestions.

Lord Aries Greymon's picture
Submitted by Lord Aries Greymon on Sat, 2008-03-22 12:21. SE:V MODs

Me again, requesting suggestions for Racial traits.

I'll allso be listing thoughts I've had on Racial Traits.

For example, breaking up the Psychic trait into several, among them:

Telekinetics: This would include a revised version of the TK projector allready in the game, along with Shields that rely on crew amount, and Planetary Shields that work the same.

Telepathics: Well, they'd include the ship and fleet trainers, along with the Allegiance Subverter.
Possibly better Boarding Parties.

Pyrokinetics: Better Engine-Destroying, Armor-destroying, and Crew-Destroying weapons.
Possibly better Boarding Parties.

‹ Organization of guild Mod Idea: Exponential Rewards ›
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ekolis's picture
Mod Designer

Re: Racial trait suggestions.

Submitted by ekolis on Sat, 2008-03-22 14:40.

While you're talking about splitting traits, how about Religious? It seems rather incongrous to get Death Shrines and Nature Shrines from the same tech area Eye-wink

~~~
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: Racial trait suggestions.

Submitted by Vince278 on Sat, 2008-03-22 16:42.

Sub-traits sound like a needless complication to me. Why not add the desired goodies to the pre-existing traits? The added flavor sounds like a good idea. Smiling

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Lord Aries Greymon's picture

Re: Racial trait suggestions.

Submitted by Lord Aries Greymon on Sat, 2008-03-22 19:07.

Ekolis:
That is an idea, I thank you.

Vince278:
Mostly, it's because I don't want to pay the current cost of Psychic racial trait to get the few parts of it I actually use.

Allso, I like my games to have complexity to them.

Certainly, I could do it your way, might even release a variant like that.

However, you could allso do that yourself!

__________________
I'm bored now.

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Deathstalker's picture

it suggestions.

Submitted by Deathstalker on Sat, 2008-03-22 19:48.

Racial traits eh?

I've 'tweaked' the ones in my own 'mod' of the game (not yet public of course...) and I've done a few interesting things with them.

You could use the traits to 'beef up' the ai's that you create:

ex:

Name := AI Mega Bonus 1 {SpaceMastery}
Picture Number := 0
Racial Cost := 0
Number Of Abilities := 4
Ability 1 Type := Storage Cargo Space Percent
Ability 1 Description := Planets can store +[%Amount1%]% of normal cargo capacity.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 50
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Storage Facility Space Percent
Ability 2 Description := Planets can store +[%Amount1%]% of normal facility capacity.
Ability 2 Scope := Galaxy - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 50
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Component - Tonnage Space Taken Percent
Ability 3 Description := Component Space Bonus. - [%Amount1%]% to this races component size.
Ability 3 Scope := Galaxy - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := -30
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Component - Tonnage Structure Percent
Ability 4 Description := Component Structure Bonus. - [%Amount1%]% to this races component structure.
Ability 4 Scope := Galaxy - This Player
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 20
Ability 4 Amount 2 Formula := 0
Number Of Requirements := 0

or:

Name := AI Mega Bonus 2 {CombatMastery}
Picture Number := 0
Racial Cost := 0
Number Of Abilities := 6
Ability 1 Type := Shield Modifier
Ability 1 Description := Shield Strength Adjustment:[%Amount1%]% to all shields.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 50
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Component - Weapon Damage Percent
Ability 2 Description := Weapon Damage Adjustment:[%Amount1%]% to weapon damage.
Ability 2 Scope := Galaxy - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 35
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Component - Weapon Range
Ability 3 Description := Weapon Range Adjustment:[%Amount1%] to range.
Ability 3 Scope := Galaxy - This Player
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 25
Ability 3 Amount 2 Formula := 0
Ability 4 Type := Component - Tonnage Structure Percent
Ability 4 Description := Component Structure Bonus:[%Amount1%]% to this races component structure.
Ability 4 Scope := Galaxy - This Player
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 50
Ability 4 Amount 2 Formula := 0
Ability 5 Type := Space Vehicles Movement Modifier
Ability 5 Description := Space Vehicle Movement Modifier:[%Amount1%] adjusted movement point while in space.
Ability 5 Scope := Galaxy - This Player
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := -1
Ability 5 Amount 2 Formula := 0
Ability 6 Type := Combat Movement
Ability 6 Description := Combat Movement Modifier. [%Amount1%] to combat movement.
Ability 6 Scope := Galaxy - This Player
Ability 6 Range Formula := 0
Ability 6 Amount 1 Formula := -2
Ability 6 Amount 2 Formula := 0
Number Of Requirements := 0

or just additions to the current traits,

ex:

Name := Builders
Picture Number := 0
Racial Cost := 500
Number Of Abilities := 2
Ability 1 Type := Space Yard Rate Modifier
Ability 1 Description := Space Yard construction rate throughout the empire increased by [%Amount1%]%.
Ability 1 Scope := Galaxy - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 5
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Planet Maximum Population
Ability 2 Description := Advances in gravity manipulation and building allow for cities to contain far more people. + [%Amount1%] to planet max population.
Ability 2 Scope := Galaxy - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 500
Ability 2 Amount 2 Formula := 0
Number Of Requirements := 0

You also could do 'Royal Houses' type of traits, that each race or faction of people (republic, empire, rebels, etc) belong to certain 'Houses' (like Battletech) that give certain bonuses/drawbacks. That way even races with the 'same' tech could be on different power levels even without one being massively higher in tech levels.

anyway, just ideas

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Deathstalker's picture

Re: Racial trait suggestions.

Submitted by Deathstalker on Sat, 2008-03-22 19:53.

Quote:

"Shields that rely on crew amount"

Hmm, this is really interesting!

Now how would this work for damage?? Would the crew be 'hurt' if the shields are breached or destroyed (would the crew even have the chance of dying?) and would crew killing weapons (ie, toxic injectors) affect the shields directly (esp if the new patch makes them bypass shields entirely...would make for interesting new combo's).

Now you've got me wondering about more things that could be 'powered up' by psychic energy (engines, sensors, weapons that get damage bonus per crew amount, hmmmmmmm)

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Lord Aries Greymon's picture

Re: Racial trait suggestions.

Submitted by Lord Aries Greymon on Sun, 2008-03-23 08:06.

Deathstalker:
The house system is a good idea.

And as brought up in your second post, yes. That's basically the thoughts I had, as crew dies off, the shield gets weaker. (along with the TK cannon)
However, to prevent over complication, crew wouldn't die from the shields being hit.

But just think, a psychic versus psychic fight with the special shields? Godlike.

____________________
I'll make one later.

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Mod Designer

Re: Racial trait suggestions.

Submitted by battlespud on Mon, 2008-03-24 14:53.

Sounds fun! But think of adding your own tech tree that cann be accessed via a racial trait and greatly bolstered by ruins.

OR listen to this!!!! *excited* how about you add in different types of tech recieved from ruins taht you must hvae both the ruins and one of the racial traits and each combo gives access to a dif type of tech upgrades such as: the ruins that give planet shields combined with phychic gives you improved ship shields and planet shields!

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Lord Aries Greymon's picture

Re: Racial trait suggestions.

Submitted by Lord Aries Greymon on Mon, 2008-03-24 22:11.

Battlespud:
That's interesting. I'll get busy on that soon-ish.

In other news, I've begun the very basics of the split Psychics tree, seems particularly promising.
Now to just learn which functions I'll need for the Telekenetic toys.
____________________
I'll make one later.

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Re: Racial trait suggestions.

Submitted by marhawkman on Tue, 2008-03-25 08:17.

Hmm.... Laughing out loud

Maybe make two types of temporal?

One that speeds up time, and one that slows it?

The current Temporal race has a mix of slow, accelerate, and warp.

And example of a temporal facility that speeds up time is their special shipyard, another is their shield burner weapon.

For slowing, we have a planetary facility that slows enemies in battle, and a defensive tech that reduces damage done to the ship's armor.

Is there already a weapon that does timed control loss? that would make sense for the "speed up" guys. (temporarily shift ship control forward)

there's the temporal shifter weapon. "attempts to send the target to the beginning of time" sounds like a good match for the Slow guys.

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Re: Racial trait suggestions.

Submitted by Vince278 on Tue, 2008-03-25 10:37.

Sounds like an interesting idea.

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Mod Designer

Re: Racial trait suggestions.

Submitted by battlespud on Tue, 2008-03-25 14:19.

Maybe if it works i can find a way to implement it into my mod so the missles cant fire without crew cause they need to be reloaded?

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