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

Help with default mouts -

Soumis par Kilson le Dim, 2007-07-01 00:56 SE:V MODs

Ok, Im trying to make race choices play as differently as possible.

I have race specific ships by requiring race traits -

Race Type -- Brutish
Race that believes that there is never to much power and bigger is better.
Race ships are larger than non brutish races - All components are 30% larger and 40% more powerful than there counter parts, Ships have higher maintenance cost due to pushing components to there limit and crude construction techniques.

Now, Is there any way to change what the Normal Weapon/ Component mount is?

Right now all I have is a Brutish Size mount -- I want to make it the default mount type if you pick this as a race trait.

Thanks

‹ A.I. Fleets, Ship construction and... "Formula mod" possible? ›
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Re: Help with default mouts -

Soumis par Rilo57 le Lun, 2007-07-09 08:51

Rather than using mounts, you could have this brutish trait a racial trait and make it it's own tech tree that other races can't access.

SEV, more than a feeling.

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Re: Help with default mouts -

Soumis par Kilson le Lun, 2007-07-09 22:12

Yea thats what Im doing, now is there any way to get the radio button effect so that players can not select two contradicting abilities.

Such as

Race Type -- SE Normal Cost -- 0
Race uses Standard SE components and ship sizes.

Race Type -- Brutish Cost -- 1500
Race that believes that there is never to much power and bigger is better.
Race ships are larger than non brutish races - All components are 30% larger and 40% more powerful than there counter parts, Facilities are 2x times larger but have 2.5x the production Ships and Facilities have higher maintenance cost due to pushing components to there limit and poor construction techniques. Race can not use normal components or Facilities.

Race Type -- Elegant Cost -- 1500
Race that believes that elegant of design and efficiency are of supreme importance.
Race ships are smaller than there Non Elegant counter parts - All Components are 25% smaller and cost 50% more. All Facilities cost 50% more and are 3/4 the size of Normal but have Normal Production. Ships and Facilities have a greatly reduced maintenance cost due to the quality of the construction and the efficiency of there designs. Race can not use normal components or Facilities.

I don't want players to have access to both of these techs. I also don't want any normal size component available to these races. So Im duplicating the entire Components For each race.

Also I have Race kinds --

Race Kind -- Normal -- SE Standard Cost -- 0
Race uses Standard SE components and ship sizes and normal Facilities.

Race Kind -- BIointegrated Cost -- 3500
This race has integrated bio manipulation to ever facet of there species. All of there constructs are living thinking beings.
This Race uses 98% Bio 1% min and 1% Rad.
Race has Very Very Low Maintenance as living organisms there constructs heal and repair them self's.
Race Has Only 5 ship size, Small, Medium, Large, Huge, Gigantic
All ships are 100% Living organisms, They are almost entirely Self contained and capable of reproduction .
Race can not use normal components or Facilities.


Race Kind -- Living Crystal Cost -- 3500
This Race is composed of Crystalline beings every thing is produced by growing crystals and Crystalline structures.
This Race uses 70% Rad , 29% Min 1% bio.
Race has No Maintenance Cost, But All Race Ships and structures Are Very Very Very Expensive.
Base Cost of All things is 300% higher.
All Ships Have a base 25% Damage Reduction to Beam Weapons but Have a base 25% Damage Increases from Bolt weapons.
Race can not use normal components or Facilities.
* Note Brutish Race Type Dose Have a Maintenance Cost-- Due to harmonics Created by the high power flow. So no Super Living Crystal Of Ship of Doom

What Im trying to Get is so that Races Each race has to be Played Differently, And will have wildly different Tech types.

Now if I can only get my Facility Script to work I can make people spend Resources on the Tech race. Ie. The script checks to see if I have the Facility Anti-Mater Research Facility If I do then I have Lvl 1 Anti-Mater Research Tech --

Which then I can research the new Tech Areas That require this tech, Such as Anti-Mater Propulsion, Anti-Mater Weapons, Anti-Mater Power Source, ect... I have broken the Tech tree in to Areas based on Energy Source of empire. Fission, Fusion, Anti-Mater, Quantum Reaction, Zero-Point Energy, Hyper Space Taping. If I can get a Facility to be used to unlock the Tech required to Research the next Step up I can slow the Tech Clime down some what.

Ok, I went for a slight rant. . . . Sorry After I get this all working Im going to tackle Ai.
Thanks

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Re: Help with default mouts -

Soumis par Rilo57 le Mar, 2007-07-10 09:12

You could make your racial traits expensive enough that you can only afford 1 at 5000 racial points. basically make them 2750 each.

SEV, more than a feeling.

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Re: Help with default mouts -

Soumis par Kilson le Mar, 2007-07-10 09:55

Thought of doing that, but I want players to be able to pick 1 Race Type and 1 Race Kind. I Still have the Stock race's. As it is Players can pick several disadvantages so they could make a race that was a Brutish BIointegrated Organic Manipulation Race (Very Very Scary Living Ships) - I have entire Cross Technology Branch for each combination. It would be a pain to play but that would be half the fun.

Right now I have to make 3 Full Versions of each Race's Tech + All the Cross Technology.

Normal -- SE
Brutish -- Of All Components & Facilities For All stock Race Traits-
Elegant -- Of All Components & Facilities For All stock Race Traits-

Biointegrated
Brutish Biointegrated
Elegant Biointegrated

Living Crystal
Brutish Living Crystal
Elegant Living Crystal

Well Thanks for your Help.

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