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

The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Jeu, 2007-07-26 11:25 SE:V MODs

Hi all,

I'm currently working on a mod and it's growing, slowly.
After a couple of vodka cokes, I've had a 'toweley'esq brainwave about what to with it.

I'm adding new componants and facilities to the mod, and i'm just adding (with consideration to balance).

So far i've got:
Base space yard - only bases, faster construction
Starbase space yard - only starbases, vert fast construction
Medium armor - 15kt, 3* structure (400kt requirement)
Heavy armor - 30kt, 6* structure (600kt requirement)
Shipyard megacomplex (5000kt facility, fast contruction)
Heavy Anti Proton - beam - 1500kt requirement, long range starbases/dreadnaughts only

Updates 13/8/07
Have added:
Gattling Versions of Anti-Proton Beam and Meson Blaster
Obtainable at level 10
Have added two new satellite hull sizes - Small space weapon platform and Large space weapon platform.

Update 19/8/07
Added large cargo hold (*10 size)
Added heavy organic armor

Update 22/8/07
Added Heavy Crystalline Armor
Added Micro Missiles
Added Anti-Proton Beam Artillery (renamed from sniper)
Added Meson Blaster Artillery
Added Heavy Plasma Bolt (orgnanic) 1500kt req
Added Heavy High Energy Magnifier (crystal tech) 1500kt req
Added Temperal Cargo Holds - more storage
Added Organic Cargo Holds - has repair feature, lvl 5 organic tech needed

Update 27/8/07
Added *but not tested - Temporal drives (+1 move more than quantum, temporal tech needed)
Added boarding droids - better than boarding parties
Added Micro Drones - These are good! You need to use the mount though
Added - Null space shields (blocks null space weapons)
Changed - Null space projectors have their own damage type now
Added - Void armor (blocks null space weapons)
Added - Plasma shields (is leaky to null space weapons, oh and you need tech lvl 25 to get them. But they're worth it at higher levels)
Changed - Heavy ATB, Plasma bolt, high energy magnifier array - reduced there bonus to hit by a lot. Have also changed there damage to account for the fact you need higher techs to get them.

Update 01/9/07
Added - Gattler DU cannon
Changed - Weapon platform lvl increases much greater (used to be a crappy 5kt increment Sad. Now it's much greater!)
Added - Gunship fighter size
Added - A one shot missile for fighters
Added - 100kt solar for bases, big ships
Added - 150kt ordnance factory for bases, big ships
Added - Temporal, multi resource storage facility
Added - Organic Eden Facility, increases both value and conditions. Research Planet Util to increase the level
Added - Combined starport and resupply. Research lvl 10 starship support to get
Added - New tech, universal colony. Added componant to it
Added - Organic master computer with boarding defence
Added - Big shield generator for bases, big ships
Added - Phased shield generator for bases, big ships
Included - settings.txt to mod now. Have turned off remote mining reduces value (i always hate that option!)
Included - racialtraits.txt to mod now. Have added a new racial trait for bugtesting and/or cheating (you'll see Eye-wink

22/9/07
Created Technologies - Ruins only!
Praetorian Technology
Praetorian Structure
Praetorian Power
Praetorian Computers
Added Praetorian Shield Type.
Added Praetorian Armor Type.
Set all the shield piercing damage types to be blocked by Praetorian shields but take 50% more damage from them.
Set all the armor piercing damage types to be blocked by Praetorian armor but take 50% more damage from them.
Added 25% reduction in penetration to the kills crew damage type to void and Praetorian armor.
created Praetorian armor componant.
Created Praetorian shield componant.
Created fusion concussion torpedo componant.
Created tri phase engine componant.
Created crippler beam componant.
Created Praetorian beam damage type.
Created Praetorian plasma beam componant.
Created Praetorian master computer componant.
Created Praetorian resource converter facility.
Created Praetorian strategic facility.
Created Praetorian satellite micro mount.
Created Praetorian weapon platform micro missile mount.
Created Praetorian Raptor hull.
Created Praetorian cityship hull (lvl 30 requirement).
Created troop transport ship hull (lvl 3 troop requirement).
Created rack mounted missiles armor componant.

If anyone can find anything broken: componants fitting on hulls they arn't meant to, large componants that are still only 20/30kt or anything that just looks broken...please let me know. All this 'new stuff' is starting to mount up now.

I'll edit this post when I update. But if anyone wants any componant/facility/ship or unit hull creating. Reply...

All ideas welcome. I'll probably add about 90% of suggestions. I won't change any stock items, this mod is all for new stuff.

*Note, that last statement is a bit more of a grey area now.

‹ Defensive bonus defined by hull space and speed ? Negative Planet Values ›
Fichier attachéTaille
New Stuff.zip134.45 Ko
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Re: The mod simply knowns as "New Stuff"

Soumis par Mylon le Jeu, 2007-07-26 19:24

How did you attach a file like that?

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Re: The mod simply knowns as "New Stuff"

Soumis par Cyber_Tech le Jeu, 2007-07-26 21:25

Hi,

What about "Research Star Stations" ? I know there's a thread talking about a "Research Lab" as a ship component. But I've not seen a mod doing this yet.

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Ven, 2007-07-27 13:00

Keep your ideas coming.
I'll add the research stations/ships, and as an extension I'll add intel stations/ships. (might just limit it to stations actually)

Need more ideas, keep them coming. I'll release a new version after 5 ideas (the above counts as 2)

As for attaching files...i've been around a while Eye-wink

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Sam, 2007-07-28 10:54

you could use my Asteroid habitats idea. (which for some unknown reason I posted in SEV general...)

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-01 12:49

I'm kinda working on something a little simpler than that. Like new componants, hulls, facilities, mounts.

If I could do an asteroid habitat I would gladly make one. However the game lacks two important elements:
A restriction :can_only_build_in_asteroids
And a method for population to multiply while in cargo (or something along those lines)

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Ven, 2007-08-03 05:41

I'll check into that and get back to you. Those planet ccreation things must have some restriction function.

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Lun, 2007-08-06 05:32

Hmm... After doing some digging, I think it might be possible to copy the ring world generator for this purpose.

Ring world
param 1: 1
param 2: 2

Sphere world
Param 1: 2
param 2: 2

I think that "param 1" is the entry in the planet sizes file to use.

Param2 appears to tell it what type of stellar object to be spawned at. but.... I don't know what value asteroids have. (will try to find later)

Adding a new planet size (even if it's a clone of an old one), and setting it after Sphere as a constructed only planets size, should allow you to generate a planet of that size by using it's number for "param 1"

It can't be done with the planet creation thing since that generates random planets. There simply isn't a way to tell it to generate something specific.

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Jeu, 2007-08-09 14:29

Updated: http://spaceempires5.com/en-US/node/3821

Whoohoo!

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-08-13 14:58

Have added new componants and hull sizes. Will start doing a changelog when it gets messy enough. But front post has the latest on it.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Dim, 2007-08-19 09:05

Continuing to add more stuff. Here's a peek into the current to-do list

Heavy Crystalline Armor
Micro Missiles
Sniper Anti Proton Beam
Sniper Meson Blaster
Heavy Organic Beam
Heavy Crystal Beam
Temperal Cargo Holds
Organic repair Cargo Holds

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Lun, 2007-08-20 06:05

What's Sniper? Longer range less power?

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Mer, 2007-08-22 03:59

hhmm how bout something like adiamantium armor that takes less damage from projectile and explosive damage but melts under beam fire? and an oposite counterpart maybe. black hole gun that fires mini black holes through anything... i.e skips shield and armor, does 33 percent damage to shields armor and internals (as though it punching small hole right through ship). moving fortress clas for troops... very very big and slow. more shield types... large shield regenerator...

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-22 12:38

The sniper will be longer range, much lower rate of fire but much higher damage. It won't have a bonus to hit. But the to-hit tables will be adjusted so that the longer range won't suffer the negative to-hit as normal.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-22 12:44

I can't do the armor without changing any of the original content (and thatsa lotta changes!!)

I'll look into the blackhole gun and confirm whether I can add it or not.

I'll add the fortress to the list
And the Shield Regenerator
Again, i'll look in to shield 'types'. I assume you are thinking of shields that can absorb damage better?

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-22 14:20

If anyone who's tried the mod noticed that there are ship research & Intel stations....THEY DONT WORK.
I forgot to mention that.
I'm going to leave them in incase Aaron adds that functionality.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par Neroon28 le Mer, 2007-08-22 16:37

Reactorsystems: Ships need Energy for weapon, shields, computers, etc.

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Mer, 2007-08-22 21:07

If you look in the files, you'll notice 5 sizes for warp points.

Tiny: 100 or less (IE you can't send actual ships though it)
Small: 500 or less
Medium: 1000 or less
Large 10,000 or less
Huge: 100,000 or less

Now for obvious reasons Huge is not in. It's simply impossible to make a ship larger than 10k, thus making a larger size moot. Tiny is nearly useless, but medium sounds like it'd be fun.

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Image de BlueTemplar

Re: The mod simply knowns as "New Stuff"

Soumis par BlueTemplar le Mer, 2007-08-22 23:06

It would be grat if that feature actually worked...

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Jeu, 2007-08-23 04:12

hhmm true... was thinking like in balance mod crystaline hulls or armor(cant remember which) take less damage from beam weapons, was thinkng of a new armor type rather than altering existing ones to take less from projectile... but if to hard that fine. and same for shield types rather than jus bigger ones maybe diff effects.

dont know bout reactor systems as mentiond above as thatd require a total rebalance of everything...

ooh i know how bout time commpresion drive or temporal compression drive, adds extra movement either in combat or on map, only gettable through temporal tech tho. afterall most time stuff pretty rubbish.

is it possible to make mini drones that use the small size engines so they not so massivley expensive to build? with of course scalled down warheads.

large sollar collectors... or maybe an upgrade for larger hull sizes like a vacuum fluctuation genereator, pulls energy from space without needing stars.

large boarding parties... or maybe combat droid boarding parties with a higher bonus to attack.

il shut up now

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Jeu, 2007-08-23 05:27

hhmm jus gave mod a go, seams all gud but played round with APBs and noticed that heavy apb got massive bonus to hit compared to all other versions, in fact the others may as well not be there for all the chance they have to hit at any decent range... maybe jus need btr combat sensors.

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Ven, 2007-08-24 06:27

Quote:
BlueTemplar on Thu, 2007-08-23 00:06. It would be grat if that feature actually worked...
You mean that warp point sizes don't?

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Re: The mod simply knowns as "New Stuff"

Soumis par BlueTemplar le Sam, 2007-08-25 14:10

No, they are not implemented (yet?).

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Dim, 2007-08-26 10:27

I thought that you could send larger ships through, but that they'd sustain damage. Erm... I think it's hapened to me several times actually.....

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Re: The mod simply knowns as "New Stuff"

Soumis par BlueTemplar le Dim, 2007-08-26 11:56

No, that's the ability of some warp points (especially those leading near black holes). It has nothing to do with warp point size.

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Dim, 2007-08-26 14:36

*eyebrow raise* Looks like I'll be doing some testing this evening.

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-08-27 05:40

There's already componants for that. Solar Panels, Quantum reactors and for ordinance - ordinance vats (organic tech)

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-08-27 05:47

It's funny you mention new armor and shield types. I'm just finishing "Void Armor" and "Null Space shield" and "Plasma shield"

The first two offer protection against null space projectors

Plasma offers full protection against normal damage types. And offers 1/2 protection from anything shield piercing. It also 1/2s the effects of anything that does double or quadruple damage to shields.

Both shields are pricy in radioactives.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-08-27 05:50

Don't shut up, keep em coming

I'll add the temporal engines, boarding parties and mini drones to the list.

Not sure the about the large solar collectors. I might tinker with that idea and turn it into a base-only componant.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-08-27 05:54

Yeeaahh, i need to fiddle with that a bit. I did give it a large bonus to hit because of the massive range it has.

The next release will have a much milder drop off in to-hit so that I can drop the overall.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par Arkonide le Lun, 2007-08-27 16:02

LordHavoc wrote:
I'm just finishing "Void Armor" and "Null Space shield" and "Plasma shield"

This mod looks very interisting. I thought the different shields were not available...

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Mar, 2007-08-28 02:55

hhmm like the sounds of those new shields, it also occured to me that since u making scalled up stuff for larger hulls sizes perhaps a small medium and large version of maybe sensors and ecms, maybe a base specific large combat sensor as since a base sitting still and not franticly dodging stuff it shuld be easyer to hit things...
and also as the best new wepons are apbs maybe a armor or shield specific to apbs or energy weponds in general, 3/4 or 1/2 damage maybe to stop apb spamming.
ooh yeh was thinking earlyer or a armor regenerator... like nanobot builders, so u cn have regenerating armor even if u dont pick organic tech but later in tech tree, but as a component like shield regenerator.
possibly same for ordinance, afterall the ship culd harvest gas and stuff it flying through and turn it into materials.
oohh ooh large solar sail.

perhaps it just me and my insecurities but i like realy realy big ships... even tho size to power is a bit wonky, but how bout a hull size bigger than dreadnought and baseship, more along lines of small flying moon... i played the v2 of the mod and had a nice baseship destroy 20 destroyers all at max tech, i want even bigger... no reason other than vanity.

any word on blackhole gun?

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mar, 2007-08-28 11:23

I can't do an armor regenerator. The organic regenerator is limited at the componant level (i.e. the regen only affects that componant 'if' it is damaged. It doesn't regen other componants)
So the code just isn't there.

Not sure what to do about a large solar sail. I am going to make a large solar panel for bases (make lots more supplies)
I'm also going to make an ordinance factory (bases only) that'll make ordinance like the ordinance vat but without needing org tech.

Blackhole gun is a no-go i'm afraid. I can't figure out a way of making a weapon that can do the following:
Damage "All" componants at once
Damage all componants for a 'percentage' of their structure.

Again, the code isn't there for that. I'm not going to pester Aaron for 'anything' yet until he's got this game running nice at stock level (bugs, **AI** and UI)

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par silentbob14131 le Mar, 2007-08-28 12:14

heres a few idea i gots

- small fighter bay, half size of regular fighter bay with just enough storage built in to house a small fighter and with further research a med fighter

- a few more weapons for the early game mainly cannons like the DU ala IR mod to spice the early game up a bit

- a Missile Rack mount for, duh, missiles that would half the tonnage they take up but would make them like armour so they are destroyed much easier and maybe a slower ROF

- one or two time use bombs/torpedoes for fighters that are small in tonnage taken but can only be fired once or twice during combat

- mechs, basically a fighter but they cant go nearly as fast as fighter, only as fast as larger ships and used mainly as lauchable point defense untis

- i like solanrixs idea about have a ship size larger than baseship

... that is all

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mar, 2007-08-28 13:32

I'll add a gattler DU cannon to my list

I'll look into making an armor componant that can shoot. That'll lead on the the missile rack idea.

There's not much point in smaller fighter bays. They're already tiny (30kt isn't exactly big). I could make a larger one though*

1-2 shot weapons for fighters...you got it. But i aint' gonna make em smaller...i'm gonna make em bigger. (most fighter componants are 1kt...how can i make that smaller!!!)
I'll add em in. But to make sure it doesn't make drones redundant, they're gonna cost!

Bigger hulls...i'll think about it. But while i'm thinking, i'll make a bigger weapon platform, hmm and maybe a fighter.

*It seems like everything i'm making is turning into giant sized versions of already existing stuff...i should rename the mod to Big stuff :p**

**jk'ing. I aint renaming now.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par Romulus68 le Mar, 2007-08-28 13:52

Armor - I would like to see a broader range in armors as you mentioned. The armors could have varying degrees of effectiveness versus certain weapon types. Reflective armor is better against beam weapons, Composite armor versus ballistic weapons, etc.

Shields - These could vary in types as well.
Solid shields (standard)
Kinetic shields (best against ballistic)
Flux shields (against energy)
Phase shields (shots have chance to pass thru target...ie they don't absorb but cause the shooter to miss)
Holo shields (no protection but greater defense)
Absorbing shields (blocks damage and adds to ships energy/supplies)
Lightning shields (destroys/damages incoming missles, torps, fighters)
Reflecting shields (sends part of attack back at the shooter)
Cloaking shields (hides you)
Void shields (stops anything coming in, but collaspes after a set number of HITS. ie a 6 point fighter hit is same as a 1000 point beam hit)
Dampening shields (Reduced percent damage on the weapons)

Shields would have to all be leaky EXCEPT for the Void shields.

By mixing the different types you can come up with some interesting options on larger ships. Now that I think on this......there may need to be restrictions that certain types of shields can't be mixed or no mixing allowed at all. huuuummmmm.....To make it interesting you can give armor the same exact special properities as the shields, so in essence you could mix two specials by having one Shield type with one Armor type. ie....You could have a ship with Absorbing shields coupled with Dampening armor giving a double reduction on incoming attacks. Phase shields causing random misses with standard armor taking any shots that scored a hit, etc, etc.

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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Mar, 2007-08-28 14:56

The types of armor can be done -- Just making the Ai use it is a true pain --

Phase shields (shots have chance to pass thru target...ie they don't absorb but cause the shooter to miss) --
Holo shields (no protection but greater defense)
Both of these would just be a larger Def %+

Absorbing shields (blocks damage and adds to ships energy/supplies)
Blocking damage Yes -- Converting it to supplies no
Lightning shields (destroys/damages incoming missles, torps, fighters)
Would have to be a PD component

Reflecting shields (sends part of attack back at the shooter)
Not possible as far as I know

Cloaking shields (hides you) -- Cloaking device already dose this , not possible as in combat cloaking..

Void shields (stops anything coming in, but collaspes after a set number of HITS. ie a 6 point fighter hit is same as a 1000 point beam hit)
Not possible as far as I know

Dampening shields (Reduced percent damage on the weapons)
Think you could do this but as a set amount not a %

Lots of Ideas need MM to make changes to the game. So it will be a long time before this happens until after the bug fix's are done.

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par Romulus68 le Mar, 2007-08-28 16:29

Kilson wrote:
The types of armor can be done -- Just making the Ai use it is a true pain --

Phase shields (shots have chance to pass thru target...ie they don't absorb but cause the shooter to miss) --
Holo shields (no protection but greater defense)
Both of these would just be a larger Def %+

Absorbing shields (blocks damage and adds to ships energy/supplies)
Blocking damage Yes -- Converting it to supplies no
Lightning shields (destroys/damages incoming missles, torps, fighters)
Would have to be a PD component

Reflecting shields (sends part of attack back at the shooter)
Not possible as far as I know

Cloaking shields (hides you) -- Cloaking device already dose this , not possible as in combat cloaking..

Void shields (stops anything coming in, but collaspes after a set number of HITS. ie a 6 point fighter hit is same as a 1000 point beam hit)
Not possible as far as I know

Dampening shields (Reduced percent damage on the weapons)
Think you could do this but as a set amount not a %

Lots of Ideas need MM to make changes to the game. So it will be a long time before this happens until after the bug fix's are done.

As you mentioned the cloaking device is outside combat, but I wanted something that affects combat. The Phase, Holo and Cloaking shields can all fall under a differnt tech tree with each giving greater degrees of defense or different options. **edit** Brainstorm to follow!

Holo shields - lighter than the other two, but low defense bonuses. (15kt and 5 levels. Starting at 20% + 5% per level to max 40%)
Cloaking shields - Average weight of a standard shield with medium defense bonuses. (30kt and 5 levels. Starting at 30% + 10% per level to max 70%)
Phase Shields - Heaviest weight with High defense bonuses. (60kt with 5 levels. Starting at 40% + 15% per level to max 100%)

Technology requirements:
Holo - Computers 3 + Computer Combat 1 + Phyics 2 + Shields 1
Cloak - Physics 4 + Cloaking 5 + Shields 1
Phase - Phyics 3 + Stellar Manipulation 1 + Phased Polarized weapons 5 + Shields 1

These shields are stackable with standard shields and armor which includes stealth armors, etc.

Picturing it:
Holo shields is all about misrepresentation as it makes the ship appear other than what it really is. Larger, smaller, diferent shapes, weapons in fake spots, engines in fake spots, etc. It causes the enemy to misjudge fire at the Holo Shielded ship.

Cloaking shields are classic Star Trek with the Romulan/Reman battleship called the "Scimitar" that could fire while cloaked.

Phased shields calls on Star Trek again where the Romulans and later in the episode the Federation are able to cloak and Phase out where objects simple pass through the ships.

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mar, 2007-08-28 16:58

I ain't programming the AI to use this stuff. I have enough trouble with my own brain to start thinking about making a simulated brain!

Lets take a look at the suggested list and trim off the fat or keep it as a suggestion:
Solid - normal shield gen = DELETED!
Kinetics - ok = keep
flux - ok = keep
phase - ECM = DELETED!
Holo - ECM = DELETED!
Absorbing - crystal armor but in shield form = keep
Lightning - PD + can't specify in shield form (unless i rework ALL the missiles into a new damage type) = DELETED!
Reflecting - can't be done = keep for future
Cloaking - cloaking = DELETED!
Void - Sorry you can't have that name anymore, i've done it...its mine, you hear me...ALL MINE = DELETED DELETED DELETED!!!
Dampening - Kinda done that with phase a bit = could be worked into a new componant i suppose...keep

Leaky shields....forget it. I'm not mucking around too much with stock...i'm all for 'new stuff'

So to summerize:
Flux, Kinetic, Absorbing, Dampening and possible Relflecting

The others i'll pass on because they're either covered already, can't be done because of code or using a name i've already used. (incidently, Void can't be done anyway because of code again)

All in all...a good set of ideas. I'll work them into the next release in some form.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mar, 2007-08-28 17:05

Since componant restrictions only apply to componants of the same type. There's no way to stop you putting one of each on. I don't think the bonuses stack so that's ok.

However, unfortunatly there's nothing in the game engine that can give you the effects that you desire in combat (cloak, phased, holograms, inflatable decoys...and other stuff like that)

That'll be a dead end i'm afraid.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Mar, 2007-08-28 17:39

and here was me thnkn black hole be easy, afterall the crystal gun thngy punctures armor but stil does 10% or so damage to it, like making small hole as it pases through, id assume u could aply that property to shields as well making a skips shields and armor wepon that still does portion of damage to each.

haha yeh does seem all bigger stuff rather than new, but hey least im not only one with size issues.

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Mar, 2007-08-28 22:40

i know u said u werent gona change any stock items but how bout obviosly unbalanced wepons like wave motion gun? does ok damage with slow reload but 60kt size is bit much... can fit 2 apbs for more damage and faster fireing.

oh and i know it mentiond on totaly different post but how bout fighter or drone boarding parties?

i have to say that organic is my fave tech so lotsa ideas for that one b gud..

and on a silly note... a SHRINK RAY!! and a large custard pie launcher.

actualy wat ive always wanted was a magic tech, maybe instead of psychic, flinging fireballs and lightning from wooden space ships with magic sheilds... but then havn all special techs as only tech be nice

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-29 04:03

I could cram out a load of new ruins techs

I'll look into fighter boarding parties.
Not going to do drone boarding parties. The drones won't obey your commands unless they've got a warhead in em.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Mer, 2007-08-29 04:53

For the drones, you might be able to make the game treat the boarding party as a warhead.

Oh and I'm gonna have to resubmit the cloak/shield thing. Sticking out tongue

Make it like the stealth armor component.

In Stock there's a special armor tech that allows you to cloak the ship without having a cloaking device.

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-29 05:05

Cloaking shield = cloaking device = DELETED!

Drones are a bit stupid. If I put a boarding party in as a warhead the drone goes a bit H.A.L and smacks into the enemy.

"Dave, my mind is going...i can feel it..."

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par Romulus68 le Mer, 2007-08-29 09:37

I want to re-plead my case. I know you say the features are covered in ECM, but I could say the same about any of the weapon additions, etc.

These are just options available for everyone to give more choices. What's nice is that you really don't need new art work and they function like other components, so no real hard coding. I'm tempted to say they should be stackable with ECM. The prerequistes are pretty steep, so they will be middle to late game features.

I know we can't code it into the combat to make the ships appear holo'ish or phasing. Its the thought that counts!

Can you make the ships cloak in and out repeatedly during the combat? A cosmetic think that wouldn't affect combat, but look cool during the combat to represent the new component options.

I know in SE4 the ships would decloak at combat start. Do they do that in SE5? If so, the programming is there and we just loop the cloak/uncloak graphic during the combat to give the added appearances.

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-08-29 10:54

I'm gonna reserve combined componants to ruin techs. So I'll add your ECM+Shield and Cloak+Shield into that catagory.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par Rilo57 le Jeu, 2007-08-30 13:43

How about ruin techs that actually lead to their own tech tree. for instance finding some temporal equipemnt that allows your race to now research temporal tech. The same could be said for organic tech. I know these are already in the game... Just as an illistration.

Ruin tech that gives your race access to cyborg technology. Cyborg technology could have components as well as facilities.

SEV, more than a feeling.

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Jeu, 2007-08-30 14:19

Good idea. Watch this space ^_^

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par Romulus68 le Jeu, 2007-08-30 20:58

"World Ships" - A planet that can move via "World Engines"

Create a new facility called World Engines (WE). Factor the mass of the facility to the mass of the planet to move like a ship. So hypothetically, one World Engine could move a medium planet one hex, a tiny planet 2-3 hexes and a huge planet zero hexes. The World Engine should be pretty big and require some time to build. It still takes one facility slot, but requires quite a bit of resources/time to construct.

WE's would need a hefty build cost. I think there is formula you can use to determine the engine mass needed to move the Planet. That mass calculation would be used to determine the size of the WE structure for construction costs.

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Re: The mod simply knowns as "New Stuff"

Soumis par Fyron le Ven, 2007-08-31 02:40

LordHavoc wrote:
Since componant restrictions only apply to componants of the same type. There's no way to stop you putting one of each on. I don't think the bonuses stack so that's ok.
You can make component requirements of vehicle hulls do whatever you like. Consider this way to require that only one component of A, B, or C can be added, and no more:

(Get_Design_Specific_Component_Count("A") + Get_Design_Specific_Component_Count("B") + Get_Design_Specific_Component_Count("C")) <= 1

If you have one B, you get 0 + 1 + 0 <= 1, which is true. If you have one B and one C, you get 0 + 1 + 1 <= 1, which is false, and the design is invalid.


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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Ven, 2007-08-31 10:35

Romulus -

Don't think that is possible - all though in beta testing the testers found that you could fleet a planet and give the fleet a move order & the planet would move. . But I think MM hard coded planets as non moveable objects I could be wrong though.

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Re: The mod simply knowns as "New Stuff"

Soumis par Romulus68 le Ven, 2007-08-31 10:56

New Option - Overloading a ship.

For example: Adding armor plating that exceeds the standard ship mass, but with negative affects to movement. I think the component itself should reduce the ships movement in itself, plus the added mass is taken into effect for overall movement (engine to mass ratios). It may need some other restriction as you could really max out the armor on Bases, weapon platforms, sats, etc. Maybe a ship only component? Oh! Overloading armor negative impacts: Movement, accuracy and defense. So, the ship may be a huge "Space Hulk" that can takes tons of punishment, but it is extremely slow, suffers on accuracy and easy to hit.

How to: Make a second armor componet that has a special ability allowing it to exceed the standard ship tonnage. The component also adds in the negative modifiers to accuracy, defense and movement.

For example: You have a Destroyer that is max 400kt then you add the extra armor to it making the ship go to 450kt. It would cause a double slowdown as it factors your added armor modifiers and redoes the mass calculations with the engines. Then the ship receives a set deduction in accuracy and defenses on top of the slower movement.

The accuracy and defense penalities could possiblly allow it to be added to Bases, Sats, etc.

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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Ven, 2007-08-31 18:01

Romulus -- Go to this thread
http://spaceempires5.com/en-US/node/3213

I haven't done much more on this due to RL issues, but I plan to get back to modding some day soon hopefully

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Re: The mod simply knowns as "New Stuff"

Soumis par FrostyAK le Ven, 2007-08-31 22:13

Some ideas for buffing racial tech trees. General Idea is to have all racial trait tech trees have same bonuses available.

Temporal:

*Multi Resource Storage Facility
Large warehouses that store unused resources for an empire using time-space folding.
Picture Number := 12

Basicaly 3 in 1 mineral\organic\radioactives stirage

Also i modified some temporal\crystaline\organic buildings to have same boni as the rest of the shrines but those can be modded into separate buildings.

Psychic:

*Psychic Military Training Facility
Psychic broadcast center that imparts collected experience to population of a system.
Picture Number := 49
Bunus: System - Damage Modifier - Combat Modifier - Planet Population Happiness

*Psychic Planetology Training Facility
Psychic broadcast center that imparts collected experience to all workers in a system.
Picture Number := 48

Bonus: System - Planet Value Change - Planet Conditions Change - Resource Gen Modifier (org\rad\min)

*Psychic System Development Complex
Massive centralized computer paired with the psychic broadcast center for an entire system that improves research and intelligence operations.

Requires both "Centralized Computer Systems" and "Psychic" tech and combines "System Citizen Databank" and "System Computer Complex" boni.

Organic:

*Planet Development Facility
Massive planet conditioning and manipulation reprocessors improve the conditions and value of a planet. Also allows limited resourse conversion.
Picture Number := 50

Binus: Space Object - Planet Conditions Change - Planet Value (min\org\rad) - Resource Conversion

General Facility :

Resupply Port
Facility that processes all generated resources in its system and makes them available for the empire. Also Resupplies ships throughout the solar system.

Basicaly a building that combines resupply depot and a space port.

---
Also i`ve modified Ship and Fleet Training Facilities (bot reg and psy) in to one building "Navy Training Facility" and its Psy cousin. Seemed silly that you need 2 buildings for the same job.

(yes i`ve read about new stuff not the modified old one , but just as a suggestion)
------------------

Mounts

*Seeker mounts

Basicaly strait copy of Direct Fire weapon ones or change damage bonus to
Speed\Defense one.

*PD mounts

1 mount that gives +Size +Rate of Fire and some damage

------------------

Components

*Generic Colony Module
Materials needed to start a colony on any planet using advanced temporal folding and organic adaptation techs.
Picture Number := 194

Needs Rock\Ice\Gas Planes colonisation techs as well as temporal and\or organic one.

*Organic Master Computer
Artificial intelligent bio computer that controls an entire starship without the need for a crew and can gain experience from its actions.
Picture Number := 66

Bonus: Combat To Hit Offense\Defense - Boarding Defense(i.e. it has tentacles growing throught the ship Smiling )
Needs organic tech

*Temporal Master Computer
Artificial intelligent quantum computer that controls an entire starship without the need for a crew and can gain experience from its actions.
Picture Number := 234

Bonus: Combat To Hit Offense\Defense - Combat Best Experience (same as Holy War Totem)
Needs temporal tech

*Quantum Resupply Vat Bay
Blend of quantum and organic technologies. Set of generators that produce supplies.
Picture Number := 195

Bunus: Supply Storage\Generation - Ordnance Storage\Generation
Needs Resupply + Organic techs

*Temporal Multi Storage
An advanced storage bay where the space is compressed using space-time technology.
Picture Number := 37

Bunus: Supply Storage- Ordnance Storage
Needs Resupply + Temporal techs

*Quantum Reactor Bay
Reactor bay with 4 quantum generators tied together.

Basicaly 4x the quantum reactor in 1 slot.Same tech req.

*Expanded Ordnance Vat
An organic gland on a ship that grows new ordnance for weapons at 4x rate. Same tech req.

Same as above 4x Ordnance Vat in 1 slot ( basicaly for ppl who increased ship tonnage and dont have enough slots to fit everything)

*Heavy [tech name] Armor Belt
Heavy [tech name] mesh armor used to protect a ship from physical damage. Belt of 5 armor plates.

Basicaly 5x the heavies armor plate. Also for ppl who increased ship tonnage.

*Shield Generator Bay
6 Generators that create an energy field around a starship preventing damage.

6x Shield generators in 1 slot. For bigger ships.

*Shield Regenerator Bay
Regenerates a ships shields faster than normal. 6 unit bay.

Same as above.

*Psychic Combat Net
Ship components that allows creation of psychic network that connects ships in combat allowing them to fight at a higher experience level.

Bonus: Combat Best Experience - Combat To Hit Defense\Offense
Needs Psychic tech.

*Temporal Repair Bay

Same advantage over normal RB as Temporal SY has over regular one.
Need Temporal tech.

*Small [tech] Shield Generator Bay
6 Small generators that create an energy field preventing damage.

Fighter component, 6x shield generators in 1 slot.

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Sam, 2007-09-01 07:10

I've updated, please peruse the subject for the changes.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par FrostyAK le Sam, 2007-09-01 20:12

How about 10kt MoonShip and 15kt Artificial Moon Base ? Oh and is it possible to have all the new stuff also in a separate file in case someone wants to incert something into existing mod w/o having to disect whole thing to see what exactly is different ? Smiling

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Sam, 2007-09-01 21:35

Um.... Wouldn't the moonbase have a base speed of 1? Base ships have around 4....

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Re: The mod simply knowns as "New Stuff"

Soumis par Fyron le Sam, 2007-09-01 21:36

Windiff will clearly show the differences between two text files..


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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Dim, 2007-09-02 04:56

FrostyAK wrote:
Oh and is it possible to have all the new stuff also in a separate file in case someone wants to incert something into existing mod w/o having to disect whole thing to see what exactly is different ? Smiling

Not really, i've started down the path of chaos and mess and i'm not straying from it!!!

I'm not putting in any massive hulls....yet! I'm saving those for when I think of a few ideas for a ruin-tech tree.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par marhawkman le Dim, 2007-09-02 16:54

Just make the death star hulls require a unique discovery.

Actually whenever I pry myself away from my DS I'll finish my Asteroid thingy. Want it? BTW did you do any "fun" stuff with the systems in your mod?

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Re: The mod simply knowns as "New Stuff"

Soumis par FrostyAK le Dim, 2007-09-02 19:59

Tnx for the windiff link Fyron , didnt know about the program.

Well speed of the moonship should probably be same or 1/2 of the Baseship. After all when you able to construct something this massive and make it move... Also i think it would be a good idea to add stellar manipulation to the req. techs. Probly same lvl as you get to destroy\create planets.

Adding new\modified buildings at higher stellar manipulation tech lvl or tech itself as an additional req. may be a good way to boost other techs. For example when u research to a level of creating a planet - all Planet Modification buildings get a 50% boost , then when u up to a level of creating Ring worlds those buildings get another big boost (like changing atmosphere in 1 turn , upping value and conditions to the max in a few turns) + u get much higher System\Planet Resource Gen Modifier and 100% rate on recycler\resource converter.

I think this should take care of the question, if you can create not just a planet but a whole Dyson Sphere why does it take 50 turns to change atmosphere and why all that research into matter\environment manipulation doesnt give you anything else.

An idea for unique techs - Make new unique ruin tech that will allow you to have racial tech tree (i.e. Abandoned Organic Research Lab [ruin] -> Organic Technology Probability [tech] -> Organic [tech tree]), while making techs that are now unique into regular techs ( i.e u get Massive Shield Disruptor and Shield Implosion techs when u finish or close to finishing Shield Damaging Weapons tech.

Some more thoughs after looking through Ability Types. Galaxy - All , Sector Range - All , System - All But This Player and Allies, System - All But This Player and such have some interesting potential.
What about Adding some buildings desined as [Galactic Wonders \ Alliance Helpers \ Negative System Boni ] to Advanced Military Science and Applied Political Science techs ? If blatantly copy from galactic civilizations for example - Galactic wonder that increses Research rate\Min Rate\Value\Condition either for everyone or for player or for players and allies (orbital terraformer comes to mind). System range building that either benefit player and his allies or put a negaive modifier on the enemies [+\- combat morale - defence\attack modifiers and so on].

Also there could be buildings that have same effect on a planet as Cultural Studies techs (morale,population amount, env. tolerance, loyalty , war tolerance , reproduction ...) but on a scale of a planet not Race as a whole.

Component ideas:

Not sure if those abilities will apply properly (Sensor Interference , Shield Disruption , Sight Obscuration) but if yes , then perhaps there can be some Sattelite\Mine components that emulate electronic warfare - artificial sector shield\sensor\sight interferance.
(I just have a picture in my mind - lvl 10 electronic warfare module -> shield disrupter -> sattelite with all tonnage devoted to anti-structure-armor weaponry and no shields deployed for the WP defence -> ur enemy uber shield tanked fleet warps in -> woops.. he forgot to put armor on)

[Constructed Planet - Create] - How about creating regular planets not just SW or RW, you would still need Plating and Cables but could create for example Huge planets anywhere u wanted w/o asteroid fields.

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Lun, 2007-09-03 00:39

now theres a thought... with crystaline tech u get the facility to enhance shields of ur ships in that system, how bout an offensive version to damage all enemy ships an amount per turn...
i.e focused sunlight array that slowly damages anything not yours...
wow i go away for a week and every1 thinks of ideas... i do like the idea of adding racial techs as ruin techs.
u wanted a unique one? how bout ethereal, or noncorporeal if u prefer... an insubstantial race with great benefits to defense (obviosly) because of not being all there... and a range of techs to enhance that, such as physical wepons not hurt so much whereas energy gets a slight bonus, phased armor and shields as a basic tech, hah phased polaron beem as normal wepon or variant on that, be some semi psychic abilitys to.
kinda puts me in mind of the anchients from stargate, ascended or watever they were.

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Re: The mod simply knowns as "New Stuff"

Soumis par Dvoongar le Lun, 2007-09-03 01:07

Fyron wrote:
Windiff will clearly show the differences between two text files..


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That's a huge tip, Fyron. Deserves its own thread. Actually deserves a sticky, but there ain't no such thing here. Just yesterday I was wishing for a tool like that for help combining mods and/or integrating minimods. Thanks!

Oh, and good luck with "New Stuff", guys.

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-09-03 06:47

I'll have to re-read most of that when my brain wakes up (early day at work).
But that last idea is quite good and possibly do-able. I'll look into that.

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Lun, 2007-09-03 06:49

I am adding an 'ancient' tech tree to ruins.. But i'm not doing any of that stargate cliche crap.

I'm using a totally different cliche instead Sticking out tongue

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Re: The mod simply knowns as "New Stuff"

Soumis par Romulus68 le Lun, 2007-09-03 12:35

If you are going to make a Ruin tech tree then base all their weapons and armors on the four elements. You can borrow from the standard trees to emulate those weapons, but apply them to/as Elemental weapons. You can make the weapons be crystals like used in modern day lore.

Fire
Fire Crystal = Anti-proton beam
Fire Flux crystal = Polarized weapon
Fire Arc Crystal = Meson Cannon
Fire Shields = Shield with short range PD built in

Earth
Rock crystal = Capital missile
Boulder Crystal = Plasma missile
Rock Armor = Emissive armor

Water
Water Crystal = Torpedo
Ice Crystal = Larger torpedo
Avalanche crystal = biggest torpedo
Water crystal shields = A little weaker than standard but with damage reduction or defenses built in.

Air
Air crystal = Repulser Tractor Bean
Tornado crystal = Rending tractor beam
Air shields = Slighter weaker than standard shields, but if using Quasi propulsion they add a few movement point bonuses.

The names need some more refining/inventiveness, but you get the point I'm trying to make. The goal is to replicate the standard tech tree with plausible variations to make the Ruin tech viable and versatile.

Here is a link to Metaphysical crystal lore. It actually has some really good names and descriptions that can be readily applied to crystal/Ruin tech. Heck, if anything this would make a GREAT revision to the crystalline race!!
Linkage

I found a nice PDF file with everything listed. Its available for download at the address below in my signature.

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Re: The mod simply knowns as "New Stuff"

Soumis par Fyron le Lun, 2007-09-03 12:46

Sweet zombie jesus.... please DO NOT add any of that "crystal lore" garbage to a mod. There are plenty of nifty sci-fi type things you can come up for crystalline tech that do not relate to new age bull-sh*itism.

"They bring metaphysical energies of harmony and trust in groups." Good lord, I need to go clean my eyes with turpentine now.


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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Lun, 2007-09-03 14:45

Sorry Romulus,
But I have to agree with Fyron, This really dose not fit in with the rest of what is in this mod, not saying that its a bad Idea, just that it dose not go well with the current flow of this mod. Now this might work for a Religious race, or if you wanted to make a mod based off a fantasy theme.

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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Lun, 2007-09-03 19:13

Hmm Frosty K, Got me thinking about to Hit% now a scary thought Electronic Warfare.
Some Component Ideas
--
Lidar Array - Uses Pulse of light to help track space objects - (weapon)
Laser Pulse - Damage 1-1 Range up to 200Ls
Combat To Hit Offense + 1% - 30% (This Ship)
Combat To Hit Offense +1% - 3% ( Stacks with Self Sector Wide This Player and Allies )

Gravity Tracking Array - Uses tiny changes in local gravity to track space objects Share tracking with friendly units.
Combat To Hit Offense + 5% - 50% (This Ship)
Combat To Hit Defense -1% ~ -5% Sector( Stacks) -All but this Player and Allies

Advanced Combat Sensor Suite - Uses Multiple phased radar Arrays and Networks with friendly units to improve target acquisition
Combat To Hit Offense + 10% - 50% (This Ship)
Combat To Hit Offense + 2% - 5% ( Stacks with Self Sector Wide This Player and Allies )

Advanced Ecm suite -- More powerful Ecm that networks with friendly units to improve effectiveness
Combat To Hit Defense - +10 - +50%(This Ship)
Combat To Hit Defense - +2 - +10% (Stacks with Self Sector Wide This Player and Allies )

ECCM - Electronic Counter Counter Measure Used to Offset Ecmo of hostile units
Combat To Hit Defense -1 ~ -30% (Self Sector Wide All but This Player and Allies )

Advanced Eccm - Larger Eccm Array - Networks with Friendly units to increases effectiveness
Combat To Hit Defense -10 ~ 50% (Sector Wide All but This Player and Allies )
Combat To Hit Defense -2 ~ 10% (Stacks with Self Sector Wide All but This Player and Allies )

Flag Bridge - Coordinates Actions of Friendly forces to maximize the use combat abilities of involved units.
Combat To Hit Offense + 2% - +25% ( Stacks with Self Sector Wide This Player and Allies )
Combat To Hit Defense - +2 - +25% (Stacks with Self Sector Wide This Player and Allies

RTPC- Remote Tactical Probe Control - Launches micro Probes that help track hostile objects also act as to counter hostile fire Control
Combat To Hit Offense + 2% - +10% ( Stacks with Self Sector Wide This Player and Allies )
Combat To Hit Offense - 2% - -10% ( Stacks with Self Sector Wide All but This Player and Allies )

System Combat Control Center (Base's Only) - C&C center that controls micro satellites scattered through out system
For player & Allies
Combat To Hit Offense + 25% - 75% (This Ship)
Combat To Hit Offense +10% - 50% ( Sector Wide This Player and Allies )
Combat To Hit Offense + 2% - +20% ( System Wide This Player and Allies )Stacks with Sector
Combat To Hit Defense -50 ~ -200% ( This Ship)
Combat To Hit Defense +20 ~ 50% (Sector Wide This Player and Allies )
Combat To Hit Defense +2 ~ 20% (System Wide This Player and Allies )

to Hostiles
Combat To Hit Offense -10% - -50% (Sector Wide All but This Player and Allies ) Stacks with Sector
Combat To Hit Defense -10%~ -50% (Sector Wide All but This Player and Allies )
Combat To Hit Offense -2% - -20% (System Wide All but This Player and Allies ) Stacks with Sector
Combat To Hit Defense -2%~ -20% (System Wide All but This Player and Allies )

Yes this one component is that powerful Base with Max Component on
+ Attack = +145% +Def = -130%

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Re: The mod simply knowns as "New Stuff"

Soumis par rbvoigt le Lun, 2007-09-03 19:21

Is something like this possible to make artillery?

An ultra-long range weapon (high damage, medium reload, high ordinance cost) that must be deployed to fire (drop all shields and movement for the remainder of combat).

Is it possible to require no supplies to fire yet use all? In order to not suck down huge numbers of supplies the supply max would have to be quite low, say 200.

I think this would require a new hull type. No engines allowed, no solar sail, no supply storage. Just a "tow line" component that gives 20 movement in space and uses more supplies per move than the hull can carry. Then you absolutely need a fleet with you in order to move the thing, the supplies used by the tow hitch correspond to the extra work done by the engines of the towing vessel.

It can have shields to help it survive minefields or a trip through a warp point into a hot LZ... but as soon as it fires the supplies -> zero and therefore shields go away and combat movement -> 1.

I guess one way to do this, at the cost of needing a component on the towing ship, is to have a new satellite type that can host the artillery weapon but disallows armor + shields. Then it can be carried in cargo for essentially the same effect.

There could even be several styles of long-range weapon -- pick ultra-accurate with low damage, very high firing rate, or nice high damage.

The accurate ones would be the counter against the enemy artillery, high rate of fire against charging fighters, and high damage variety as a siege weapon vs starbases.

What do you think?

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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Lun, 2007-09-03 19:21

...... rest of post
For Friendlies in Sector +Attack= +70% + Def= +70%
For Friendlies in system +Attack = +20% + Def= +20%
For Hostiles in sector -Attack= -70% -Def= -70%
System wide -Attack= -20% -Def= -20%

Yes Im that crazy . . . . .(Bad Scottish Accent) It dosn't mater that you have bigger guns than me lad, when you cant hit the ocean from the beach I d'nt have nothing to worry about. (/Bad Scottish Accent).

Now its not just about the guns.

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Re: The mod simply knowns as "New Stuff"

Soumis par rbvoigt le Lun, 2007-09-03 19:29

Kilson,

I really like that lidar array (basically firing tracer rounds). Too bad I don't think there's any action like in SE:StarFury where the sensor jammer gives target combat to hit -%, the tracer should give target combat defense -%. But giving owner to hit +% ought to work nicely too, and look way cooler than the combat sensors.

I think the counter-EW weapons need to destroy the EW components instead of undoing them, because they oughtn't to give any advantage against an enemy who didn't bring EW to the fight. 100% shield penetration, 100% armor penetration, damages only Tracking Array.

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Re: The mod simply knowns as "New Stuff"

Soumis par Kilson le Lun, 2007-09-03 20:22

So far I have not found that SeV minds - amounts in any field as long as you can use formulas. Like Components with -Kt works fine.. And for ECCM is can be used as a secondary fire control system by tracking a targets negative sensor reading - thus the subtraction to that targets defense.

Take the system under development by the US. It track targets not by radar reflections but by the negative space left if a stealth aircraft files through the zone. Thus allowing them to target the fighter. So you could say that the fighters Defense was lowered, allowing it to be engaged. Can also be used to supplement standard tracking equipment. This is a passive system -

Now an Active system is like the HARM missile - Homing Anti- Radiation Missile uses your Fire control radar to find you. . .

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Image de Rilo57

Re: The mod simply knowns as "New Stuff"

Soumis par Rilo57 le Lun, 2007-09-03 21:56

I think I read in a previous thread, that some one was suggesting weapon pods. these could have a negative kt, and a negative defense (to represent slowing down turning speed, or something).

SEV, more than a feeling.

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Lun, 2007-09-03 23:45

hey wats wrong with cliched stargate stuff? all space combat realy a cliche as it totaly unrealistic, sure theyd jus fling missiles from halfway cross system if we ever got to that tech in real life.
plus i think the wraith are cool, sucking the life outa people is an easy meal and u dont gain weight... works for every1.
hhmm u read the HALO books? think only 3 or so but the human ships had huge MAC cannons(magnetic accelartion cannon) that ran the length of the ship and and fired anourmously huge rounds and high speed, one hit killers, had standard missiles and stuff but they pea shooters in comparison.
so maybe a spinal mounted rail gun near end of DUC research tree maybe.

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Image de FrostyAK

Re: The mod simply knowns as "New Stuff"

Soumis par FrostyAK le Mar, 2007-09-04 06:05

I believe that adding any gun (not that we dont have a bunch of useless not balanced weapons as it is , but what the hell not like it would hurt) is fine as long as its hit% is balanced. Ranges on anything that has a solid core and is being shot or propelled are irrelewant anyway and only a factor if AI will try to fire a gun w/o considering 100% miss probability. In space projectile or a missile would travel untill it hits something anyway, its just very unlikely that it would hit something you wanted it to. I mean to hit something moving few hundred billion km away in the other side of the hex is pretty hard no matter how big a gun or fast ur projectile is.

On to more thread relevant things Smiling

Some building ideas:
Soomething resembling Psychic Scanner for other racial tech trees

Common Boni: Sight Level - Sight Range
Racial Bonus: Psychic has Long Range Scanner

Crystalline - System Surveilance Array
Large number of tiny crystalline satellites scattered across the system tied into single array. Allows surveylance on enemies and transfer of additional targeting data to friendly ships.

Racial Bonus: Combat Modifier

Organic - Recon Spores Hive
Hive of the specificaly bread space born recon drones. Drones scatter across system and relay surveilance data to their queen. Helps keep tabs on uninvited visitors.

Racial Bonus: Bad Intelligence Chance

Temporal - System Astral Predictor
Cousin to the Events Predictor. Quantum computer dedicated to the predictions of the events in system space.
Improves precision and speed of predictions for battles in the system.

Racial Bonus: Damage Modifier

Religious - Oracle Shrine
Devout order of worhippers that have the ability to pierce time through visions.

Boni: same as Psychic

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-09-05 11:00

You're safe in that regard. I'm NOT going to add anything like that.

You'll like the ruin tech i'm working on though. Although i've not put anything down on paper...oh hang on, i'm doing it now.

The race is going to be called the Pretorians. They used to have a civilisation on the planet but they left and purposefully left some tech behind.
I'll try and work 'story' into the technologies somehow, but as a spoiler. The tech/background they left behind was that they were fighting another enemy they simply called the 'spawn'. There won't be much info on that, but it'll open up other possibilties.

Anyway, the reason they left the tech is incase the spawn came back to that sector to kill off the younger races. They left their legacy so that the younger races could defend themselves (they didn't really think ahead in that the first younger race to find the tech would use it against the others Sticking out tongue )

Anyway the tech tree opens up a few new items and componants. New armor, a couple of new hulls (it will be using the empire hulls i'm afraid), new engines, facilities and weapons.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-09-05 11:07

I'm just going to break this down so I can refer to it:
New hull type - can make
Hull uses only 1 engine - can make
Make an engine componant that gobbles supplies, make that ship use it - can make

Make the ship have no shields - I'll have to create a new ship category, call it shipnoshield. That'll automatically make it uneligable for shields (or any other componant).
*additional to above: make custom componants for that hull, sorts that out.

Make a hull with built in basic shields - can make

From the above, I can do all apart from making the shields disable during combat. UNLESS....i make the weapon drain all shields as an ability. That might work (but it might have constant effect *needs testing)

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-09-05 11:12

More mounts will be added into the plan. But until Aaron adds a modification to change rate of fire on the mount level...my creativity in that is stunted.

And no more discussions about Stargate. I'm a Babylon 5 fan and your words are offensive to my eyes.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Re: The mod simply knowns as "New Stuff"

Soumis par LordHavoc le Mer, 2007-09-05 11:14

I'm not touching intelligence at the moment. It just annoys me.

But you have given me an idea to upgrade that new starport i made. I'm gonna give it built in scanners. I hated the way planets couldn't see anything (did someone forget to take the lens cap off the space telescope or somthing?)

Your lord and master (below Foamy) LordHavoc

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Re: The mod simply knowns as "New Stuff"

Soumis par solanrix le Jeu, 2007-09-06 04:20

oh piffle, i seen most of babylon 5 episodes as well, was mearly using startgate as an example, and yes i consider bab5 to be much superior to it, tho suprisingly few people have actualy watched it.
but then im also a fan of gundam wing so call me weird.
oooh a race called spawn... echoes of halo again... maybe. gota love all devouring horde creatures.

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Re: The mod simply knowns as "New Stuff&