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

New mod ideas

Soumis par azacool89 le Sam, 2008-08-16 00:11 SE:V MODs

I'm making a new mod (hopefully completing this one this time.) and I don't know what system to use SEIV or SEV. I was going to go with SEIV for the damage system but i can do allot of tricks with SEV.

the planed things in the mod are and followed.
- QNP system. Using proper value. i.e. 100kt ship needs 100kt thrust...
- Cargo as the remaining ships tonnage. This makes QNP system seem more realistic.
- drone missiles system.. Always loved this system for its re-tracking and building systems.
- Leaky/Directional armor. depends on SEIV or SEV.
- SEIV style leaky shielding. i.e. shields from damage. well sort of.
- If SEV, gritty galaxy style shielding for energy based weapons.
- Shield have PD for missiles and missiles skip shields. They use energy but don't have a reload time. If shield generator is hit by a missile it are destroyed.
- Duel shield generator system... solid generators and leaky generators. solid generator don't generate much shields meaning you need both. The leaky generator acts as armor so energy weapons can work and normal weapons can still hit the "solid shields".
- Shield modifiers... I.E. generating 1 shield point of a higher level to weaken or power up enemy or ally shields. This only affects normal weapons but i might have both effect energy weapons slightly.
- With this system missiles destroy energy but if they get through they skip shields and do 10000% damage to the generators.
- If SEV, missiles accelerate until there fuel is out. i.e. give missiles fuel cells to increase there speed max. destroy all missiles left on battle field if not picked up by using a script. 10 - different missile units with different launchers. launchers don't have the load ability instead I'm going with a different component to do that job. Might be a very large component.
- Very slow repair rates by making 3 components with the repair ability but making all Cultures -66% repair rate. In SEV i think it might be possible to script in single component repair system if the components are present on the ship and even repairing of other ships if "repair arm" component was present. Might even be fun to make supplies be used up to do the repairs... SJ, this might be fun to look at as you were looking to an alternative repair system.
- ordnance renamed to energy and used for all components... Some generating negative energy.
- SEV, ships built without supplies.
- Energy generators use supplies to generate energy and they hold the amount they generate. Shield Capacitors increase max energy but slow energy generation as well at supply solid shield points.
- Diverse crew system just like in GG mod.
- Targeting weapon system... works by timed experience loss when negative experience generate massive negatives for defense. don't know if this works but it should.
- ECM now work as weapons as well as normal ECM. They do timed take over on missiles.
- No internal or external components. all on one layer, excluding shields.

I Hope that is all i was going to add.
A Better explanation to shields would be;
Solid slugs/Normal weapons:
- Hits the shields
- Hits the shield generators.
- Recharge the shields.

Energy Weapons:
- Hits the shield generator doing a small amount of damage then skipping to the next.
- Hits the next shield generator doing less damage.
- So on until ether doing no damage to one or parsing through them all

Missile Weapons:
- Takes 1 damage and does 1 damage to ships energy supply until the missile is destroyed or no energy is present.
- Hits the shield generator doing 10000% damage then returning to normal damage to hit components.

To counter them you would need:
Solid slugs/Normal weapons; Shield capacitors = Shield Generators, Sometimes more generators for the HP.
Energy Weapons; Lots of Shield Generators, no Shield Capacitors
Missile Weapons; One Shield Generators, Lots of Shield Capacitors.

Tell me what yous thing of this concept and what game i should be using... After writing all of this i think its going to be better with SEV.

‹ Problem with is_planet_domed Firing Arcs? ›
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Mod Designer

Re: New mod ideas

Soumis par Fyron le Sam, 2008-08-16 01:10

azacool89 wrote:
- drone missiles system.. Always loved this system for its re-tracking and building systems.
This was, by far, one of the worst inventions ever in the SE series. Sure, you can manage half a dozen such missile ships... but it does not scale at all. Try managing an average empire with 500 ships! Managing fighter replacements at such scales is bad enough, but at least they don't disappear by design!

Quote:
- With this system missiles destroy energy but if they get through they skip shields and do 10000% damage to the generators.
Oi..

Quote:
- Very slow repair rates by making 3 components with the repair ability but making all Cultures -66% repair rate.
Ugh. One of the worst features of Carrier Battles Mod!

Quote:
- Diverse crew system just like in GG mod.
This just makes ship design a huge pain in the ass... It seemed like a good idea on paper, but in practice, it just forces one to have to constantly revise the design as it is being made, for very little net gain in the end. Its far nicer for the player if you just take an average and make that the static CQ/LS requirement.

Quote:
- Targeting weapon system... works by timed experience loss when negative experience generate massive negatives for defense. don't know if this works but it should.
Timed experience loss... in combat? Don't think that would be at all possible. There is no way to execute script functions in-combat (or during a turn, for that matter). All one can do is add things to the Events script for effect during turn processing.

Quote:
- No internal or external components. all on one layer, excluding shields.
The modder has no control over layers.


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Re: New mod ideas

Soumis par azacool89 le Sam, 2008-08-16 02:12

True about the drone missiles but i like the idea of changing the weapon layout with out changing the design and all the other benefits. The negative also counter the over use of missiles you see due to auto-hitting.

I originally wanted shield to work like this to all weapons but weapons cant target other weapons bolts and beams unless they auto hit... this is very bad side-effect. so to make the effect of shields failing from missile fire the generator have to take allot of damage. But i don't want the shields to effect the missile damage.

The repair system you mention is only if i use SEIV the other will be faster and based on scripts.

The crew system I'm using will be bigger. instead of 10-20 crew I'm having them with 3 CQ sizes of 25/46/84. LS will be 30/50/70. So the impact will not come up badly unless your using heavy crew components.

The targeting system is based on a psychic weapon that does timed experiences loss. But i think it puts you at 0 EXP for damage amount of time... if that is so then ill have a script add 1 EXP to all new ships.

lol wrong choose of words. I meant inner and outer hull... I'm only using outer hull with shield generators in the armor hull so shields work properly. Inner hull will not be used at all. This is Just like in GG mod as well.

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Re: New mod ideas

Soumis par azacool89 le Sam, 2008-08-16 08:47

sorry for the double posting but i have most of the other adds i was wanting...

- Outer rim system warping system... move a ship to the outer rim of a system and ships will warp if they have a warp drive, supplies, range etc..
- Wormholes (warp points) that kick you off them. (from GG mod)
- Hyper drives that provide extra movement based on tech level.
- No more resupplying ships in the system. only from a planet or ship.
- Radioactives build rates based on a total of x factory's. possible using cultures to add build rates.
- Farms add to there planets build rate.
- A factory that depletes mineral and generate supplies.
- System based mineral storage. made by not adding storage and giving mineral factory's the ability to generate mineral over a system.
- very long range weapons, 300-500 to compete with the new missiles. shields PD ability has range of 10.
- All planets can build ships after colonization however very slowly. Side-effect of radioactives.
- Warp fighter cant warp on outer rim of systems, but can use the rare wormholes.
- Long range fighters can move one sector but cant go through wormholes.
- most other fighters cant move unless in combat.
- All fighters use the same weapons at larger ships.
- All weapons use size calibration mounts for weapons. (like in Carrier battles mod)
- Complex clocking based on range to ship.
- Ships cant see and need large senses to see any distance at all. larger the component further they can see.
- planets can see at range one and need deep space facility's to see further.
- Fighters can never see.
- Diverse armor types based on size. larger ones will give ether more HP or less based on the repair system i can reg together. (less if i can get single component repair to work)
- No mine sweeping ability.. (gets to powerful in large sweeper fleets). shields work differently on them however.
- Mines function as hidden missiles and will go dud after there life is out. (don't worry they last about 5 yrs in operation)
- Smaller system. im making them have double the hexes but leaving were the planets etc are placed. must also make planets etc half size to fit properly. its shows there is some space between the outer layers of a stars energy field and the warp field in which ships can warp.
- All new racial traits.
- Colony system based of home world type. You need multiple levels to gain other types of planet colonization.
- Find all colony tech and win the game. Trust me this is going to be an epic feet. 10 techs in total but 1% of finding one and even then 1% that the tech isent a dud. However each one has the ability to change your race dramatically. Random event that you will find one as well.
- factory count based upgrades... e.g. you have x total supply factory's you will get x time y amount of extra supply storage on ships or the ability to put large supply bays on ships.
- Thinking of having an overload switch for shields. i.e. have them have a fast reload time. This means if you pummel a ship, the missiles will eventually leak. Also making it miss some of the time verses the missiles. they will still use energy per shot and do 1 damage though.
- solar sails generate to little movement but negative energy.
- solar collectors. generate energy but don't store it.
- Energy reactors generate and storage the same about and are limited to one per ship by extreme cost. I.E. main reactor is cheap and limited to one, secondary cost about the same as a new ship but not limited.
- String like systems so the AI can play. but off road travel is possible.
- Trade enabled by technologies. I.E. culture puts a trade modifier of 0 with out x technology. With other tech increase trade by 10%
- Uncontrolled research... some techs will rise and fall without putting points into them. some will even complete way ahead of time or even be rest. By a fer points will be common but full completions and rests are going to be rare.

And for all of you that looked at this and was shocked about the missiles hitting an invariable wall of energy, don't worry only beams, energy bolts and shield use energy in combat... after the generator should supply more energy for your ships.

That should be it now ill post more if i remember more.

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Re: New mod ideas

Soumis par marhawkman le Sam, 2008-08-16 09:23

"- Uncontrolled research... some techs will rise and fall without putting points into them. some will even complete way ahead of time or even be rest. By a fer points will be common but full completions and rests are going to be rare."

So what incentive do people have to perform research?

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Re: New mod ideas

Soumis par azacool89 le Sam, 2008-08-16 09:31

well it is rare for research to ever finish this way so putting your points some were is going to help allot more. Seeing as loss and gain have equal chance to pop up its unlikely to effect you to much. This just represents the fact that all your scientists are not going to research exactly what you want.

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Re: New mod ideas

Soumis par marhawkman le Sam, 2008-08-16 11:40

Ah, good. You had me worried there for a sec.

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Re: New mod ideas

Soumis par azacool89 le Sam, 2008-08-16 16:11

More ideas (i think I'm going to have to use SEV now)

- New Maintenance model... components now use small amounts of supplies per turn. Ship without supplies take periodical damage each turn. (i don't like how resources are taken from an inter dimensional portal)
- Structural integrity component. Uses inner layer, 0kt no limit provides last line defense on ship.
- Rig system... components will gain a bonus to there level based on tech level... E.G. if i have lev10 in DUC tech and a Lev5 DUC component on a ship, it will act as a lv7.5 DUC... however I'm adding a limit to the max rig... a separate set of technology's with stop you from rigging to far... E.G. in the same example if i get Lev11 in DUC tech and only Lev5 in "Weapons Rigging" then the same Lev5 DUC from before will only be acting as a Lev7.5 DUC instead of a Lev8 DUC due to the weapon geting only 5 / 2 extra level.

How do you like the system so far? Any other ideas from yous would be helpful as well.

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Re: New mod ideas

Soumis par Ender le Dim, 2008-08-17 15:20

I see a great potential in these ideas. Such a mod, providing you are able to implement them in a way that does not demand too much micromanaging, would certainly be very interestning. If I could suggest something it would be: do not try to come up with too many ideas at the very beginning as not to be lost in them and it is implementation that matters in the end. Eg. perhaps I do not understand something but I have no idea how you plan to make the system based mineral storage working without modifying the SE5 engine.

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Re: New mod ideas

Soumis par azacool89 le Mar, 2008-08-19 02:47

Ah, that is a trick on the engine... i have mineral miners generate minerals for the system. Then have factories take from this amount by generating negative amounts showing that they are using them...

The next part of the trick is the way building works and mineral storage works. In effect it adds minerals first. Then takes maintenance, and production costs ect., then it applies the storage limit. However it adds it for that location only first... Ie in my mod the total amount you can store is the amount you can produce per turn as none of it will be "stored" for the next turn... Good news modders it works for planets too...

I have tryed this and it is very fun to play with. However the fact that there are going to be three separate ways on handling the resources might discourage players from touching this mod...

All of (baring one) my tricks, have been used by me in my mini-mods. As you can see, or not-see rather, they did not make it into the public. The one i am yet to test it how timed experience loss works. That one i will try as soon as i can install SEV... Work is getting in the road.

The scripting ones i haven't tested as i cant script yet. Will need some help with them... I hope ekolis makes the warp drive FTL script he was talking about.

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Re: New mod ideas

Soumis par Ender le Mar, 2008-08-19 11:07

Hmm, that sounds interestning. If you tested it and it worked I have no reservations. Keep up, it could be something fresh and worth learning how to play it.

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Re: New mod ideas

Soumis par azacool89 le Mar, 2008-08-19 14:26

For colonizing new systems I'm adding the ability to generate small amounts of minerals for the quadrant. Of course taking the same amount from the system...

This means that at the start of the game it will be slow to start colonizing other systems but after some time the game will speed up...

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Re: New mod ideas

Soumis par azacool89 le Jeu, 2008-08-21 06:02

Just a report on what iv done...
In the pictures iv changed the following:
- Shields to Capacitors
- Armor to Shields
- Ordnance to Energy
- Planet type to Planet size*
- Planet size to Planet type*

Well thats it so far. I'm planing on recoloring the HUB anyways so this is only temporary. This week has been very busy at work so next to no progress.

* I personally don't like ice and rock planets being so dame similar. I mean rock planets at absolute zero and ice planets at 300, not very funny. So to eliminate that I'm changing types with sizes. Now you can choose the size of your planet from the start. However larger the planet the larger the colony component and rearer the planet... Don't worry about the gas giants there still there. They now count as there own size and will be MASSIVE. However you will NEVER be able to colonize and even then, stealing that is, you can colonize planets to have 5m population but cant put any factory's on it... I'm limiting all factory's of gas giant races to there "type" of planet.

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Mod Designer

Re: New mod ideas

Soumis par battlespud le Dim, 2008-08-31 11:20

I like slower repair so each ship is more vital.

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Mod Designer

Re: New mod ideas

Soumis par Fyron le Dim, 2008-08-31 12:18

azacool89 wrote:
- New Maintenance model... components now use small amounts of supplies per turn. Ship without supplies take periodical damage each turn. (i don't like how resources are taken from an inter dimensional portal)
The supply usage attribute of a omponent is only triggered in cases where it is hard-coded to be triggered (eg: weapons firing, activated cloaking device per turn). You'd have to resort to scripts to make this work. I'd recommend using an AI Tag ability for this effect, since you can easily get the total ability value of an entire ship.

Quote:
- Structural integrity component. Uses inner layer, 0kt no limit provides last line defense on ship.
0kt components are not a very good idea.. especially if you do not force a standard slot override, so different shipsets have wildly different amounts of space for magic hitpoints.

Quote:
- Rig system... components will gain a bonus to there level based on tech level...
This will not work. SE5 locks all formula values when you finalize a design, to improve performance. This includes all calls to the get tech level function, so we cannot create components that improve from tech advances without needing a retrofit.


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Re: New mod ideas

Soumis par azacool89 le Sam, 2008-09-06 23:22

I'm going to do a redo of my SEIV mod starmasters. so onto SEV starmasters. lol

Anyway, I'm scraping the Structural integrity com... it does not fit. In the starmasters universe everything takes damage based of its size. IE a bridge takes 10Kt and will be destroyed by 10Kt of damage...

The idea of the rig system was to get rid of the free upgrades that you get from a component that has 2 or more technologies. But tests show the same as you have stated. Thats a good thing...

In starmasters there was only one type of shield so ill use the same system as the SEIV version. There armor with 50% leaking and seiv leaky shielding... i hate that in GG mod weak weapons have no effect. I want them to be leaky and emisive the stronger they are.

Armor will not have a maintenance value and is VERY cheap. They wont use energy or need crew. Shields will be on the other end of the scale. There for you can choose high defense ships that will be far easily out numbered or cheap ships that can be maintained.

Moo3 style techtree. So around 6-10 techs in total. If you focus in one (Eg biology) you will get special "radical" tech (Eg living ships).

Radioactive have been changed to credits and food to crew. 2 maintains models now. The more crew you have the more you pay in credits for that ship.

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