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

More ideas

Soumis par Tilarium le Jeu, 2007-04-19 13:08 SE:V MODs

More ideas, again taken from Atrocities's star trek mod for SE IV. Custom tech trees.. that have various things like weapons, shieldings, movement generators. Power cores (such as warp cores), that provide bonus movement as long as the ship still has 1 working engine. A componant that works as a captain granting a bonus in some field or expandion on this sections of the ship devoted to an area (provide a bonus, sorta the similar to the power cores) and/or crew types that also add various bonuses? Limiting crews and captains to one of each type. Atrocities's ST mod was probably one of the best I ever played because it has so differant from stock and offered alot of differant possibilities.

Also, anyone know if it's possible or how to make it possible to add intel/research to ships and bases?

Kyle

‹ Stacking sensors and cloaking IRM, Update... ›
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Re: More ideas

Soumis par Psieye le Jeu, 2007-04-19 14:23

Quote:
Power cores (such as warp cores), that provide bonus movement as long as the ship still has 1 working engine.
See Solar Sails. Furthermore, don't start new threads when editing a previous one would do. They're both "brainstorming" threads by the same author.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: More ideas

Soumis par Fyron le Jeu, 2007-04-19 14:40

You can add research and intel abilities to ships, but IIRC they will only function when orbiting a colony; the abilities get added to the planets production amounts. There are no equivalents to the SE4 1.91 arbitrary generation abilities.

The idea of "captains" will probably work out far better in SE5 than they did in SE4, due to the expanded requirement formula capabilities. Just assign an arbitrary dummy ability to the captain components (such as an unused AI Tag ##), then make each ship hull enforce a limit of 1 such component. Look at the engine requirement lines for how to do this. If every captain has the same dummy ability, they will automatically be limited to 1 per ship. To be even more clever, you could even require exactly 1 captain, so every ship has to have one. Smiling

Psieye:
Trying to shoe-horn a ton of disparate topics into one thread is not the best of ideas. It makes them long, hard to follow, and hard to find specific information in. Better to start a new thread for unrelated topics. It leads to better results from future searches, its easier to know what a thread is about from a glance (though topics are more useful if they are more specific than "more ideas"), etc.


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Image de Psieye

Re: More ideas

Soumis par Psieye le Jeu, 2007-04-19 16:19

Fyron: A better thread title would also have been an acceptable option, yes.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: More ideas

Soumis par ColonialAdmiral le Jeu, 2007-04-19 16:35

It's pretty unbalancing though to add those abilites...Especially when they AI won't know what the hell those components are for...Laughing out loud

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Re: More ideas

Soumis par Fyron le Jeu, 2007-04-19 16:41

You can simply tell the AI what to put on their ship designs...


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