View Full Version : A new mod: Epic Empires
Nodachi
January 6th, 2005, 10:04 PM
Yup, another mod. http://forum.shrapnelgames.com/images/smilies/wink.gif
From mod info.txt
This mod sets out to create an epic space opera feel to the game. One of the biggest changes I've made was separating small craft from capital ships so you could have a more Star Wars approach to ships.
There's more to it than that but since this is still early beta I'm going to hold off on a more detailed description.
Like the info text states this is still early beta and I'm planning on making many more changes but I'd like to know what people think of it so far.
LordAxel
January 6th, 2005, 11:10 PM
Just a quick scroll through clearly shows a massive overb power on ships over any other unit. Also the shield regen i'm guessing will be a bit much. Should have modded more than just ships
Suicide Junkie
January 6th, 2005, 11:59 PM
Dang, boy!
Complete shield regen in 2 (+/-1) combat turns?
It'll be even more all-or-nothing than usual.
What's the idea behind that?
Nodachi
January 7th, 2005, 08:32 AM
First of all, thank you for taking a look at the mod. I appreciate the input.
Did some more playtesting and I've come to agree, the shield regen was too high. So on that note http://forum.shrapnelgames.com/images/smilies/wink.gif:
from change log.txt
Beta .101
changed shield regen rates to 10% of base shield points
scaled suppy usage with engine size
corrected ommissions from facility.txt
added tech requirement to shield mounts to keep them from showing up before shields are researched
I'm sure there's tons more I need to do (there's no AI at all) but I'm working on it.
geoschmo
January 7th, 2005, 09:31 AM
I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields? http://forum.shrapnelgames.com/images/smilies/laugh.gif
Atrocities
January 7th, 2005, 01:32 PM
I had a simular idea, but it was to much work to do at the time. I really should work on my old mod (Formerly called the Conquest Mod).
Fyron
January 7th, 2005, 03:43 PM
geoschmo said:
I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields? http://forum.shrapnelgames.com/images/smilies/laugh.gif
Add some crystalline armor ability to the mix and you get very leaky shields. http://forum.shrapnelgames.com/images/smilies/wink.gif
Suicide Junkie
January 7th, 2005, 04:13 PM
"Consistently Leaky" you might say http://forum.shrapnelgames.com/images/smilies/wink.gif
Atrocities
January 7th, 2005, 04:43 PM
You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept. I can see the need, and desire to have such shields, but to get them to work properly is a real PITA.
Nodachi
January 7th, 2005, 08:36 PM
Another (very)small update.
From change log
Beta .102
doubled planetary cargo space
added tech requirement to weapon mounts
added Psychic Warheads for mines
corrected error in WP mounts
I've started working on the AI and I'm ready to pull my hair out! AI modding has got to be the weakest part of modding this game. I sure hope SEV uses scripts for the AI!
http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Ed Kolis
January 7th, 2005, 09:14 PM
Psychic warheads? http://forum.shrapnelgames.com/images/smilies/confused.gif
Nodachi
January 7th, 2005, 10:19 PM
Only damages crew. http://forum.shrapnelgames.com/images/smilies/wink.gif
Ed Kolis
January 8th, 2005, 12:18 AM
I wonder how they work, though...
Suicide Junkie
January 8th, 2005, 12:23 AM
"only boarding defense" would work, just give a bit of defense ability to the bridge/crew quarters.
Nodachi
January 8th, 2005, 12:25 AM
Crew quarters have the Boarding Defense ability and the mines have the damage type Only Security Stations.
Fyron
January 8th, 2005, 02:12 AM
Atrocities said:
You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept. I can see the need, and desire to have such shields, but to get them to work properly is a real PITA.
No, getting them to work is extremely simple... Reduce shield generation to low levels, add crystalline armor ability with similar values, and away you go. Finding an optimal balance of values is a tad more complex, but not by much. Certainly no more of a "PITA" than any other modding effort.
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