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Lord Kodos
July 5th, 2001, 04:03 AM
Ok everybody its all of our worst nightmares, thats right lord kodos is going to babble on endlessly becuase i am on my cruiseright now and im in mexico so i kmay not end this post as my time is very limited. well for my first question i must ask is it possible to do this: i want to add sj's planetoid with my own modifications however i want you to have to destroy a planet in the process is this possible?

And also can you add planet specific events I.E a atmosphereic planet accident or a biogentic plant mjshap ya'know a gient bunny destorying the colony thats sort of thing.

I have decided oto do my7 best with my mod where those have tried and failed i shall do my best to succeed and i am plagerizing a bit... with premission thats is so my mod will have Pirates and nomads a bit of the primitive mod some of ther devnull mod and some of my own bizzare imaginition so that is as of now and my credits readme is growing every day so look forward to the Vectorion Mod as it will be like a dream come trye and if you would like to test it out feel free to email me wkth suggestins and the lot so email me or else!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D
July 5th, 2001, 05:26 AM
Well, you CAN'T use a bit of the primitive mod.. it fell flat on it's faced, was never released at all. Nothing TO release.

Unless of course you mean a different one..

You can't destroy a planet in-combat, however you CAN give a weapon planet-destroying abilities. Just copy over the relevent section of the tectonic bomb.

Phoenix-D

Suicide Junkie
July 5th, 2001, 10:24 PM
If by "sj's planetoid", you are referring to the BattleMoons in my mod;
You can't really add and remove moons and planets at will, and the BattleMoon is just a big, slow ship. So, no, not really.

I just described it as taking an asteroid and hollowing it out, thus there are thousands of potential sources for the BattleMoons, and you don't have to worry about running out.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>And also can you add planet specific events I.E a atmosphereic planet accident or a biogentic plant mjshap ya'know a gient bunny destorying the colony thats sort of thing. <HR></BLOCKQUOTE>I don't think you could destroy the colony unless you had the planet itself blow up... but you could have the event kill off a trillion people per event, leaving the colony empty and useless untill a transport arrives with more population.

Good luck with your mod, and if you have any questions about how I did things, just ask http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.

Lord Kodos
July 6th, 2001, 04:42 AM
Well im still on my cruise tonight at midnight i hit the missipi river ( not literly...I hope ) well anyhow thanks for the answers heres round two.howesabout some Omnipotent species im trying my best to add them but i wont even try to even incorparate it till Version 1.5 as in 1.2 i hope to complete the primitive tech tree and add mercanary ai till then mercs will be humans (unless something comes up ) well anybody ever try to add i dunno maybe something along the lines of space monsters yaknow kinda like mercs just ships except they wont leave and they generate from a hive ship UGHH i gota go its a lot of momey6 per minute well see ya reply as soon a possible.

Lord Kodos

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Puke
July 6th, 2001, 05:09 AM
I bet mercs would be hard to code, since even if the AI agrees to fight someone for you, they often dont follow through. maybe it would be possible if you prohibit them from making treaties, then they would be more inclined to fight the people they agree to fight.

space monsters have been done by others as an event. eg, you get an event notice that says "a space monster has appeared out of the stars and swallowed your ship" or "a space monster pees on your colony at tau ceti 5, ten billion die!"

but to my knowledge, no, noone has actually made a 'space monster' race. that might actually be really cool if they were like the pirates, they had no worlds but their ships had construction abilities to spawn other ships. i would love to see the shipset for something like that.

------------------
_________________________
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Taqwus
July 6th, 2001, 03:47 PM
Searching for the "Squids in Space" thread should reveal a shipset based on, er, space squid.

Which should probably suffice for a "monster" set.

OTOH, they use the standard tech tree, which doesn't seem particularly appropriate for monsters. What they might need:

- Zero-maintenance hulls
- Brain (bridge, crew replacement, if possible)
- Heart (life support)
- Viscera (Repair, quantum reactor? Or, go the chlorophyll/photosynthesis route, and Solar Supply Generation)
- Reproductive organs (small "shipyard")
- Thick hide for armor
- Propulsion jets of some kind
- Nasty, if short-ranged, tentacles.

And so forth. Oh, and strange politics/anger files).

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-- The thing that goes bump in the night

Lord Kodos
July 6th, 2001, 10:57 PM
im in new orleans right now!!. well you read my thoughts exactly and they will spawn from a hive a base that has a built in space yard ( of course a beefed up on ) and genrates Organics witch is all they need and as for the brain i have created soemthing like that ounce cept sinece brain sounds funny i was inclined to call it a Organic Bridge....Well as far as mercs you where right again they dont crete any treaties.Also ive decided to go through with omnipotewnt speceis as liast night i was struck by an idea(A STRONG IDEA SO IT HURT REALLY BAD :&lt; ) their ships are as follows a fighter is a 100 kt Survey ship, A sat is a 200 kt Monolith and a multi purpose cruiser is a World ship and as they produce all resources form a world ship they do not need planegs except for the fact they look nice and heres the other ships a Light cruiser is a Machine entity and there ultimate self contained ship is a 3000 Kt Star Child a being that genereates its own resources and is as powerfull as three planetoids needless to say most omnipotent species will be peacefull however should they become angered well May a more nice God help us.Oh and for space monsters there ships are Light Monster and so on so forth if anyone wants to contribute to my mod please by all means inform me as i still need a lot of suggestions.and while im on mercenarys they will not be alot like pirates a pirate Boards mercs will destroy and i have decided to addCorparations ( See my earlier post) there will be severel types if it worls out One witch will supply technologys one that will sell ships and units and one that will offer nerw travel routes safer trade and protection liek a dune spacing guild.oh and a nother new ship size space colony its a space staion that generates minerals and the same is for the new 5000 kt Orbital ring that is a new source of income and if you add a Space elevator to it it genereate san additional 100 minerels per turn plus the original 500 per trun!!and there is also some ships from the devnull mod and as far as my drop pods go i will eventually make better ones with actual troop like soldiers but till know well have to make do with the way it is...

Sinapus
July 6th, 2001, 11:28 PM
I'd like to see a few more artificial constructs be made available at lower levels of Stellar manipulation. Artificial moons/planets, structures you can attach to a planet like a ring around the equator. Things like that.

Maybe move the master computers to lvls 4-6 and make some automation systems that reduce the number of crew quarters/life support for ships could be another idea to use? Maybe add some defense against Allegiance Subverters as well, instead of immunity with master computers.




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--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"

Suicide Junkie
July 6th, 2001, 11:39 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>space colony its a space staion that generates minerals and the same is for the new 5000 kt Orbital ring that is a new source of income and if you add a Space elevator to it it genereate san additional 100 minerels per turn plus the original 500 per trun!!<HR></BLOCKQUOTE>As for that Nomad-style getting resources from ships/bases: you will find it very hard, if not impossible to get a fixed resource output.

Everything depends on what the maintenance reduction a race has, and the components on a resource-gathering ship will throw off the gathering rates (and not in a good way).

If you want to have a "planetary ring" construct, producing 500 minerals only, you'd pretty much have to make a base that has no space for components.

Unless you've come up with a different way to get resources from a construct (in which case, I'd be very interested to know how)


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Maybe move the master computers to lvls 4-6 and make some automation systems that reduce the number of crew quarters/life support for ships could be another idea to use?<HR></BLOCKQUOTE> I tried, but if you have two "life support" abilities on one component, it doesn't help http://www.shrapnelgames.com/ubb/images/icons/icon9.gif. You could make the components smaller, or have a combination lifesupport/crewquarters component.

------------------
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Lord Kodos
July 8th, 2001, 02:02 AM
HEY hey hi everybody today is the Last day of my cruiise:( well anyhow on to the importent stuff as of youre replys i made a long repl7 Last night but i accidently erased it heh heh stupid keyboard!!! rr im pressed for time sop i will try and make this short and sweet ( here we go aGAIN PEEPS) well i had a new idea how about leisure cruisers that increase a systems happiness and you would make them move about youre systems and make peaple happy sure RRRR i gotta go ill edit this post later and finish it Bye

Lord Kodos
Bow before me!!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
July 8th, 2001, 02:02 AM
HEY hey hi everybody today is the Last day of my cruiise:( well anyhow on to the importent stuff as of youre replys i made a long repl7 Last night but i accidently erased it heh heh stupid keyboard!!! rr im pressed for time sop i will try and make this short and sweet ( here we go aGAIN PEEPS) well i had a new idea how about leisure cruisers that increase a systems happiness and you would make them move about youre systems and make peaple happy sure RRRR i gotta go ill edit this post later and finish it Bye

Lord Kodos
Bow before me!!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D
July 29th, 2001, 04:36 AM
Kerrr.......... BUMP.

Is this what you were missing?

Phoenix-D

Lord Kodos
July 29th, 2001, 04:40 AM
wow thanks howed you do that??

Lord Kodos
July 29th, 2001, 04:42 AM
i need to know if you can make auxillery crew quarters for my hal 10000 he dosent need the crew

Phoenix-D
July 29th, 2001, 06:16 AM
Easy. Hit search, put in your name in the LOWER search box. Your Posts come up.

Phoenix-D

Puke
July 29th, 2001, 06:46 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lord Kodos:
i need to know if you can make auxillery crew quarters for my hal 10000 he dosent need the crew<HR></BLOCKQUOTE>

sure, they would be the same as regular crew quarters, but with a different name. the aux-bridge is exactly the same as a bridge, but with a different name.

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Lord Kodos
July 30th, 2001, 09:49 PM
can a ship repair itself can a missle fire lasers? can i make new treaty types new messege types can i make a component make a ship rquire an extra crew quarters are camara pods possible( read my post camara pods)huh are they huh huh why why why???????!!!!!!!!!lol realy though can i do those things please respond soon im bored stiff...

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
July 30th, 2001, 11:30 PM
OK ANOTHER POSY I MADE DISAPEARED! wle anyway heres what it was can i make new treaties and messege types can a ship repair itself can a component add a extra crew quarters requiremeant can i mod a missle to fire lasers,can i make a camara pod ((see my post of the same name)can i make a sheild projectyer(see my post of the same name) can i make a component break after x many turns of using it so my prototype nova engine is mpre prone to burnout and less cheezy.can i make a missile sit there like in my camara pod post so that when all the camara pod missiles are destoryed the effect wheres off.can i make a missile hit my own ship like in combat a missle that carries supplys and can go from in ship to another can i mod a satilite to have engines?can i mod a space troop a troop used in space like a uh anyone a anime fan here cuz im thinking mobile suit gundam sort of things.i wanna make a life pod be a sat luanched from a ship in combat carry the ships exp is this possible? howabout a transforming from like cruise to atack mode or from dragon to ship mode or ship to robot mode?how about a ship that can seperate like the enterprise d is it? WHEW well thats it fer now please dont delete

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
July 30th, 2001, 11:31 PM
OK ANOTHER POSY I MADE DISAPEARED! wle anyway heres what it was can i make new treaties and messege types can a ship repair itself can a component add a extra crew quarters requiremeant can i mod a missle to fire lasers,can i make a camara pod ((see my post of the same name)can i make a sheild projectyer(see my post of the same name) can i make a component break after x many turns of using it so my prototype nova engine is mpre prone to burnout and less cheezy.can i make a missile sit there like in my camara pod post so that when all the camara pod missiles are destoryed the effect wheres off.can i make a missile hit my own ship like in combat a missle that carries supplys and can go from in ship to another can i mod a satilite to have engines?can i mod a space troop a troop used in space like a uh anyone a anime fan here cuz im thinking mobile suit gundam sort of things.i wanna make a life pod be a sat luanched from a ship in combat carry the ships exp is this possible? howabout a transforming from like cruise to atack mode or from dragon to ship mode or ship to robot mode?how about a ship that can seperate like the enterprise d is it? WHEW well thats it fer now please dont delete

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
July 31st, 2001, 12:33 AM
Kodos, man, have a little patience. If you click Submit, and it dosen't go right away, copy your post to the clipboard, save it on your desktop, and assume it went through!

Three repeat Posts, tsk tsk. Use the edit link, and check delete to get rid of those pointless duplicates.

As to your questions:
-Missiles can not contain any weapons other than the warhead. A missile with a laser gun would be a suicide fighter.

-Doubtful, but you could try making a satellite component that gives a sector-wide combat bonus effect. Then, they might only come into effect when launched, and stop when destroyed.
-Break after x turns? Nope. You could make the component have 1 hitpoint, act as armor, and cost a fortune to compensate.
-A missile with speed zero, just do it. You'd have to fire at a specific ship, and your missile would dissapear when that ship was destroyed, and explode when the ship enters the spare where the missile resides.
-You can't target allied ships AFAIK
-Troops drop onto planets, fighters fly through space. I don't believe they can be mixed, and that would require a new vehicle type.
-EXP is not transferrable... Where would it go?
-Ships only change design when they are retrofitted, you can't change them at any other time.

------------------
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Lord Kodos
July 31st, 2001, 10:07 PM
whoops il delete those in a few mminutes my comp is laging so id un wanna delete anything accidently thanks fer the answers heres but for my nova engine i want it to be big but isint tonnage and hp the same thing???

Lord Kodos
July 31st, 2001, 10:09 PM
Oh one mo thing can a ship repair itself with a repair bayi want to make a comp like a repair crew it would rpair a ship and if ppossible add a extra crew quarter rquiremewant (thats not possible orr is it??))

Suicide Junkie
July 31st, 2001, 10:11 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>i want it to be big but isint tonnage and hp the same thing???<HR></BLOCKQUOTE>For most components, the two values are identical, but not always.

See Armor for example; 10KT space, but 40 HP.

Just make it the opposite, giving a large space, but few hitpoints.

PS: In the data files, Hitpoints = "Tonnage Structure"

EDIT:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Oh one mo thing can a ship repair itself with a repair bayi want to make a comp like a repair crew it would rpair a ship and if ppossible add a extra crew quarter rquiremewant (thats not possible or is it??))<HR></BLOCKQUOTE>Repair components fix anything in the same sector, including the ship with the repair bay.
You can add an extra crew quarter requirement to a hullsize, but it can't be based on whether you have a repair bay or not.
An alternative is to add 10KT to your repair bay, and give it a "Crew Quarters" ability.

For P&N, I've made Machine Shops (20KT, 1 repair at top tech), and I've also got organic lifesupport components (for living ships) that heal 1 per turn.

------------------
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[This message has been edited by suicide_junkie (edited 31 July 2001).]

Lord Kodos
August 3rd, 2001, 12:20 AM
ok then how am i gonna put in space mechs/gundams/armored cores/virtual ons??
i realy think its a good idea oh yes and i cant add newe ship types ie base,ship,sat/fighter,troop?

Lord Kodos
August 7th, 2001, 12:44 AM
Hey hey is their a way to merge troops ala starcraft i wanna make deeply religous and psychic species able to merge two troops into a arbiter a mighty psionic beast and also how about teleportation is that possible and btw Last night while playing starcraft my mind was wandering (as it usealy does) and i had an epiphiny i visualized the vectoriean homeworld capitol city vectoria peaple among the sreets going across buisness but above the city i saw vast swirls of raw psionic energy moving with the wind witch inspired me to think these new ship class's up

Psionic Entity:a more powerfull and larger troop with specxieal weapons

Psionic warp:a component for psychics witch allow them to openand close mini warppoints(btw is it possible to make a warp close in x truns i want to make a slipstream engine open a slipstream that Lasts 2 turns only)
Psionic Nexus :a massive swarm of raw psionic energy with only one weapon the ability to ram other ships ( it heals itself over time) and as ships pass through it it literaly tears both the ship and the crew apart!!!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 7th, 2001, 04:12 AM
The only way to change a ship's design is to retrofit.

AFAIK, all created Warppoints are stable. MM could probably easily add a new ability for creating unstable ones...

You could design a ship with just engines and armor and repair.
Or you could create a hull size with built-in engines, MC, and repair, then just add armor when you make designs. You wouldn't be able to restrict the thing to armor only, and players could add anything they want.
If it is just you vs AIs, then it would work.

------------------
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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 8th, 2001, 12:02 AM
hey im a corparel! well anywho how does this sound some sort of a large humongerirific cannon im thinking maybe making a huge sat that requires a special cargo bay and has no bridge or naything and you pick the type of cannon its big enough only for one and you can luanch it and fire at things oh btw can i make a weapon that can kill a planet in combat? and any ideas on m,aking a better star cannon?and also do range in troop weapons matter?and what does racial exp do!!!?
sj is general the higest thing here and what prilige does it earn ya?

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 8th, 2001, 01:48 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>hey im a corparel! well anywho how does this sound some sort of a large humongerirific cannon im thinking maybe making a huge sat that requires a special cargo bay and has no bridge or naything and you pick the type of cannon its big enough only for one and you can luanch it and fire at things oh btw can i make a weapon that can kill a planet in combat? and any ideas on m,aking a better star cannon?and also do range in troop weapons matter?and what does racial exp do!!!?
sj is general the higest thing here and what prilige does it earn ya?<HR></BLOCKQUOTE>Wow... when I read that, it sounds like a hyper kid in a candy store http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

As for the giant sat-cannon, check out my siege mount for sats. You probably want something similar.

In combat... destroying a planet...
Well, you can't blow it up into asteroids, but with a MassiveMount (or better, a Core Mount) Radiation Bomb, you can reduce it's conditions to zero. If you use a core-mount Neutron bomb, you could wipe out billions per shot.

I don't know what you mean by a star cannon.

I believe range in troops has some effect, but it is all up in the air right now. A simple test of making two otherwise identical components and attacking planets with the troops would tell you the answer.

Racial experience is supposed to have some very minor effect, but AFAIK, nobody here knows for sure what it is.

I've been at General for a very long time, so I don't know if it goes any higher. As for privileges, the rank means little. The newer members may use it to get a general idea of who the old, wise, mountain-peak dwelling posters are, but always remember; quality over quantity.

Oh, an additional thing about the giant sattelite cannon: if you just make a huge sattelite hull, and a giant cannon, players will likely stick normal weapons and heavy shields on the things. You cannot prevent it. That is why I decided to just use the mount. A vast increase in price and size, just for longer range. These would be good if the enemy is trying to stay away from your sats, since you can now hit them, but they suck at close range since you will have fewer sats and less overall firepower. Putting a mix of Siege nullspace cannons and a large mount of your favorite medium range weapon, would be best. Pop a few ships before they come in range, then hit them withering fire when they approach to kill your siege sats.

I firmly believe that the best way to mod is to NOT enforce any arbitrary limits, and also, to encourage diversity.
EG. In P&N v2, I have researched heavy armor, since I plan on a long defense with a creeping expansion. My dad, has chosen to skip defenses entirely, and has LCs that go 13+ movement per turn! They have almost no firepower, and zero shields or armor, but they hit and run very effectively.
Eg2. All my mods include armor that rivals shields in strength; you must choose between greater hitpoints and an extremely long repair time, or instant recharge after combat and fewer hitpoints.
Thus, shields are best on attack ships, since they must fight multiple battles before getting repairs, and armor is best on Last-ditch defenders. Putting a mix of armor and shields gives your ship the best of both worlds.

Try just making small changes, and playing with your new components... keep fiddling with things and you'll get closer and closer to what you think Space Combat would be like in the future. There's nothing quite like your own custom-fit game.

------------------
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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 8th, 2001, 02:28 AM
MMM CANDY ( drools profusly) well thanks (i think) and btw i have some other Posts that need replays check the my new forum post oh and by star cannon i meant the sat thing i want just that a cannon in space sort of likea giant gun sitting in space waiting to fire.

[This message has been edited by Lord Kodos (edited 08 August 2001).]

Suicide Junkie
August 8th, 2001, 02:00 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>MMM CANDY ( drools profusly) well thanks (i think) <HR></BLOCKQUOTE>SE4 is the kind of game that leaves you drooling over the possibilities; we need that kind of enthusiasm & new ideas.

I was thinking you might have been describing something similar to the "mirrors orbiting the sun, angled to send a huge beam of energy into planets" suggestion http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

For just a cannon sitting is space, you'd still need a control system to aim and trigger the thing when the enemies come by. Otherwise, it ends up as a mine.

If you offer the players a large weapon (70 or 90Kt) that only fits on sats, that should get you there. The player could always research a larger sat and put the 90KT gun plus some shield or armor.

Perhaps three levels of star cannon, designed to fit small, medium & large sats with only a computer.
Oh, I just realized, you could put the Master Computer ability into the cannon component, and make them fill up the entire sat! Try that.

------------------
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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

[This message has been edited by suicide_junkie (edited 08 August 2001).]

Lord Kodos
August 8th, 2001, 08:50 PM
hit the nail on the head well my mod runs a wee bit on the trust system it trusts you wont as a player play an omnipotent species and things like that.oh and about youre p&n patch with the planetoids in my mod a planetoid is just that a planet with its core harnessed and parts of it hollowed out so it would have a horrible effect on the planet its created on im thinking ill give it the ability of making a planets condition worsen whenever its there that way you wont build therm as often and when you do their in space,also this is excellent for players who prefer to bloackade planets ( btw any ideas on other weays to make it screw up a planet also i realy wish that when you create it you destroy a planet is this possible?)on another note can i make certain ships be built at different spots i want a planetoid built at massive facility that destorys the planet i want a psionic nexus built at a psionic harnessing plant well thats all for now be back later ciao

Lord Kodos
August 8th, 2001, 09:04 PM
Oh and btw what do you think of interceptors or decoy missiles they would be missles that either only target missles or do no damage (to soak up PD fire) and would be fired what do you think that way it will be like a missle PD but better!

Lord Kodos
August 9th, 2001, 01:38 AM
ahh now to talk about my monster compnents and btw for those of you who detest bodily humor dont read cuz here it comes

i figure ill make these components so far
Note:in my mod their are several space monster class's:1insectoids:descirbed below
2 Squids
3:birds,dragons
4:Gel ooze thingies


Brain:Birdge
Heart:Crew Quarters
Lungs:Life support
Reproductive orgen:HEE HEE spaceyard(note:queen size ships have these built in)
Infestation ability:boarding party(queens get these by defualt as well)
Anteana:Sensors and scanners together
Wings,propulsion jets:Engines
Burrow abilty:cloaking for troops
(all ships and most components heal over time)
Tentacle,CLaw,Incisor:a weapon that at each level gets shorter and more powerefull
Spines:MIssles
ACidic spit:direct fire attacks
Ventral Sac:cargo bay
Hardened carapce:Armor
Hollowed carapace:a weak armor with more cargo space then a ventral sac
(all insectoid space momnetsers share exp)
SHIPs
Hive:base
Queen:has a built in cargo bay capable of launching a egg)
Drone
Soilder:Sm MED Large
Overlord: has a built in quantem reactor and has a lot of supply storage,built in anteana
Larva:Fighter
Egg:sat or base with enough cargo space to carry a larva it is permenatly cloacked and is destoryed when the Larvas hatch.)
well thats all for now ciao!

OHone more tghing is it possible to steal hit points i want to create a leech like weapon but i need to know if it is possible and also can i "Poisen"or plauge a ship causing it to loose hp each turn or somehting like that??

and if i give my planetoid the lower planet ability wil;ll the planet values improve when it leaves?


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

[This message has been edited by Lord Kodos (edited 09 August 2001).]

Lord Kodos
August 9th, 2001, 03:42 AM
HEY HEY i just read the claoking planet thread exxcellent things their witch makes me wonder how many engines per move should me Planetoid need and how much should it be allowed to move one space or three?? pelase reply asap

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 9th, 2001, 04:04 AM
Sheesh! Four Posts in 2 hours, and you're expecting answers in the middle of the night?!? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

- You could give the ship hull a LARGE NEGATIVE "value improvement" ability. This will probably reduce the value of any planet in the sector, but watch out for the value going negative and screwing up the resource extractors (or crashing the game). The effect will only trigger at the end of a year's presence, (and hit in one lump sum), I believe.
-same thing with conditions.

-Interceptor, or PD missiles are a good idea, but you'll have to playtest them carefully; they will not start moving right away, and can take some time to hit the target. If the fighters are fast, the could be shooting at you already.
-Decoy missiles could also seriously affect the play balance of missiles; be careful.
NOTE: weapons will not fire if they do zero damage. Your decoys will have to do one damage at all ranges as a minimum.

-I used:
Bridge = Nerual Core (brain)
Crew Quarters = Neural Tendrils (Nervous system)
Life Support = Homeostasis organs (basically your organic lifesupport as in creatures on earth)

With these descriptions, you can have any combination of bio and mechanical stuff.
EG: Brain, Crew Quarters, Homeostasis organs.
The ships brain has no neural tendrils, so the crew must aim and fire and fly manually. Homeostasis is lifesupport already, it just includes the extra responsibility of lighting the interior for the crew.

I like all of your other items, but Wings and spines.
Organic missiles are already in the game, and you should probably copy them (seeking parasite)
Wings wouldn't work well in space, but you could have an "Explosive Flatulence" rocket-type propulsion system. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

-Stealing hitpoints. No. What you could do, is create a weapon that uses NEGATIVE supplies, and always hits. Then, you gain supplies when you fire it. A "vampire tooth" or something.
You can't make the enemy ship loose supplies or be poisoned, but you could disrupt reload time or something.

-Planet Value changes are permanent.

-Planetary movement. I have absolutely no idea what it'll be like, it is all theory right now.
I really hope that there will be a "Planetary engines per move" setting, so you can make large planets require more engine facilities, and stuff like that.

------------------
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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

[This message has been edited by suicide_junkie (edited 09 August 2001).]

Lord Kodos
August 9th, 2001, 04:48 AM
first there was battlemoons,then i got jealous and made my Version the plenetoid.now to outdo the others i am proud (but if this dosent work out im not proud and i knew it was a bad idea)to introduce Battlesuns (provisnal name please be mercifull)its a 100,000KT Sun with the built in ability to go supernovea and destroy a system,a low maintenence cost,a quantem reactor, even enough of the stuff you need to build a sphereowrld!and radioactive resource generation
costswell around 10,000 minerals to RESAEARCH!and about 10,000 of everything to build it also just like a plentoid screws up planets and has no weapons (or maybe it will i dont know can i give it built in weapons like i dont know solerflares?)the mere site of this monstrasity would stirke fear into 5 planetoids! what do you think maybe to balence it out give it a racial trait only tech? well thats all ciao

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 9th, 2001, 06:41 PM
You can't make weapons an inherent ability of a hull.
You can only use abilities as in abilities.txt.

Other than that, it should work, and be very imbalancing.
You've got your costs way too low. 10K research takes less than a year for your homeworld alone. 10K minerals is the price for a decent Dreadnaught.
Multiply your costs by at least 100 times, or nobody will ever use anything else.

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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 9th, 2001, 08:58 PM
well for one thing its gonna have no weapons( do you think it should?)and how much should it cost and the same for my 9,000kt planetoid(has weapons its a bigger battlemoon??

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 9th, 2001, 10:21 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>(or maybe it will i dont know can i give itn built in weapons like i dont know solerflares?<HR></BLOCKQUOTE>I was just saying that you can't give the vehicle a built-in weapon.

Players will always be able to add massive mount meson bLasters on the vehicle, as well as shields, armor & engines.

To determine price, do this:
Design a reasonable fighting battlemoon (eg. All shields, armor and normal weapons, with some cloak, sensors, repair bay, and other typical stuff. No shield-skipping or anything, just something simple such as antiproton beams.

Now, design some Dreadnaughts to fight back with. C&C, antiproton beams, shields, and sensors/ECM.
Tweak both designs until they are elite war machines. You don't want any DeathStar-esque design flaws http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

Do a strategic combat simulation with ten Dreadnaughts vs the Battlemoon
Add or remove dreadnaughts until the teams are roughly equal. (eg. Battlemoon dies, one dreadnaught survives)

Now, compare the price of the dreadnaughts to that of the BattleMoon, and tweak the hull cost of the BattleMoon until the prices are equal.

As for research, I simply made my battlemoon require max tech in ship construction AND base construction. You may want to add a third requirement of stellar manipulation tech.

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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 10th, 2001, 12:36 AM
while both the planetoid and battle sun will have special weapons (ie weapons so big only they can fit them) i resolved the battlesuns problem.i will give it a minus 100 for all weapons normally and the only way a weapon will work is if you give it a sun exclusive mount (heat resitint mount) witch improves their range and makes them a plus 100 evening out http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 10th, 2001, 02:26 AM
New treaty types is this possible or how about mere new message types?
also i need some mercanary components idea any one up for it?

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 10th, 2001, 03:26 PM
i mean a 100 minus to hit percantege

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 10th, 2001, 06:18 PM
That's exactly what I mean. Test it well.

There was a thread a while back about to-hit penalties on weapon mounts causing negative to-hits, and crashing the game.

If you're using the To-Hit-Decrease ability, then it should be OK that way.

The other problem that WILL occur, is with the mount as well as with the WMG-style accuracy bonus (of 30%).
If your weapon has a +15% accuracy bonus, and your enemy has a +250% ECM device, you would expect your accuracy to be the minimum, 1%. But it is not! The actual accuracy is 16%.
Similarily, if you have a mount penalty of 30%, and a +250% combat sensor, your weapon accuracy is only 70%.

I will check into the details of this further when I get home.

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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Suicide Junkie
August 11th, 2001, 01:46 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>i will give it a minus 100 for all weapons normally and the only way a weapon will work is if you give it a sun exclusive mount (heat resitint mount) witch improves their range and makes them a plus 100 evening out<HR></BLOCKQUOTE>Ooh, problem there. If somebody puts a weapon on, and its accuracy calculates out to a negative number, SE4 crashes.
Also, religious races will still get 100%.

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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 11th, 2001, 10:24 PM
can a ship retrofit itself,and can i create a component that lets you retrofit but not build and repair,that way i can create a Cocoon or someting along those lines...and as for sheilds how can i give these to space monsters?Web covering? well thats all for now later

Lord KOdos

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 12th, 2001, 04:52 AM
Retrofits require the space yard ability.
You can make a space yard component that builds at a rate of zero, and repairs at a rate of zero. That will work for sure.

Monster shields... how about a high-energy slime barrier?

------------------
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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 12th, 2001, 05:48 AM
thanks too basdtho that a ship can only change to a ship of its own size i would like to see a larva climb the ranks to queenhood
and can a ship retrofitt istself and can a weapon slow a ship down without actually destorying an engine??!well since thats out of th equestion heres some more monster ideas oh its not monster related but what do you think of psionic feilds a new sheild for psychic species?

Jaws:a stronger Version of incisors
Claws:i mentioned these before but i decided these and tenacles can also pull in and repulse ships becuase you grab them or you throw them away
waste Excreation:heh heh feces these are missels luanched during combat that dont move but if you hit one they explode heh heh eww
Layered Carapace:Ablative armor
Explosive slime vat:kamikaze warhead
Adrenalene gland:soler sail and increases attack
but uses a lot of supplys
SPines:a weapon nothing special
Defensive Parasites:a excellent pd cannon but uses a lot of supplys
Defensive SPines:an average pd cannon
Slime coat:sheilds
Parasite:missiles
Infested techs(sometimes when you board a ship and anaylize it you can create new techs from them and these are some ships but you also can get comps

Infested tech ships

Infested cruiser
infested destroyer
etc etc

Lord Kodos
August 15th, 2001, 03:00 AM
hi can a ship retro ship itself though?and can a weapon slow a sheip down without destroying its engines?ican create Sticky goo ( web is better but web is a tractor beam right now)well thats all later

(wow 2 days and no reply whats happened?)LOL

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 15th, 2001, 03:14 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>hi can a ship retro ship itself though?and can a weapon slow a ship down without destroying its engines?ican create Sticky goo ( web is better but web is a tractor beam right now)well thats all later<HR></BLOCKQUOTE>Ships/bases can retro themselves, but watch out, and don't try to upgrade your repair components all at the same time! You'll end up having all your parts damaged, and be unable to repair(install) the repair components http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

As for slowing ships down, you either have to blow away engines, or deplete thier supplies (by letting them shoot at you, is the way it usually happens).
Most strategies will have ships run straight towards you, so you could use a repulsor beam (push force = 1) to slow their advance by 1 square per turn.

Lord Kodos
August 15th, 2001, 04:49 AM
Thanks thats nt what i had in mind for the goop though oh well http://www.shrapnelgames.com/ubb/images/icons/icon7.gif i have a new idea Infantry!!
thats right we all wanted troops that where troops not tanks or mechs now im not getting rid of troops but i am adding infantry a small 10K soilder availible from start
of course i trust you wont be cheap and use their components on a troop (i said my mod runson trust a bit..) well heres some components

Cockpit:Comlink
Lifesupport:life tank
Armor/crew quart:CombatSuit100,200,300,400,500,600,700,800
(it is a crew quart because on one of the desings it is required so this is the only way to make you have to use them and each one has diff stats
BLaster
Flamethrower
Shotgun
Sniper rifle
Grenades
medpack:repair bay
Stimpack:increases attack but uses a lot of suplies
Psionic blades
Beam saber
Beam Scythe


Sizes
Infantry
Commando
Assasin:same saize as infantry but Has cloak
Religous Zealot:same size as commando but a attack power is increased
Cyborg:commando with increased range and accuarcy
Genetic COmmando:a more powerful,better range,more accurate commando
Psionic Entity

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Magnum357
August 15th, 2001, 08:39 AM
Hey, thats an ingenious little system their. I like it! Makes "Infantry Units" have some flesh to them (abstractly though). With something like this you can design entire Infantry Divisions with different types of personel and equipment (2 components of infanty, a single unit of artilary, with 1 unit of tank armor).

CW
August 15th, 2001, 08:42 AM
Are we talking about Starcraft + XCom or SEIV? http://www.shrapnelgames.com/ubb/images/icons/tongue.gif

Puke
August 15th, 2001, 09:40 AM
does cloaking infantry actually do anything?

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Lord Kodos
August 15th, 2001, 08:18 PM
oh ok i geuss i will have to modify them a bit but no biggy and im glad you all likeit http://www.shrapnelgames.com/ubb/images/icons/icon7.gif well thats all for now
Lord Kodos

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 15th, 2001, 10:37 PM
Any ideas for mecanary components i have very few iedas......

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 15th, 2001, 11:52 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Any ideas for mecanary components i have very few iedas......<HR></BLOCKQUOTE>If you can think of things you want them to have/do then I could create/suggest some components that would fit that.

Suicide Junkie
August 16th, 2001, 01:41 AM
Cloaking infantry does nothing. They are always either in a ship (and require only a long-range scanner to see), or in combat.

What you probably want is a big ECM type bonus.

Troops cannot repair. They are either destroyed, or the partial damage is forgotten.

Lord Kodos
August 16th, 2001, 02:30 AM
Well i gave them the nomads coponentds because they are pirates/nomads in space that never board ships and you hire them to attack enemy ships ainly they have high defense for their colonyts never make allies

Suicide Junkie
August 16th, 2001, 03:31 AM
FYI, I'm gonna switcheroo the Nomads, and remove their resource ships.
This should make them more like what I think you're talking about.

They have no resource ships, so they can only remote mine, use the basic production (500 in P&N, 200 normally), capture & scrap ships, or go mercenary.

Instead, they'll get the opportunity to use 1% maintenance ships. (Despite the 5% limit http://www.shrapnelgames.com/ubb/images/icons/icon12.gif)
This will be included as a component, so the nomads should be able to use normal hulls at 1% maintenance, and things will be awesome.
Note: the nomads will be able to sell/get captured/give these ships to other races, and the others will enjoy the 1% maintenance greatly.

Quite a big bargaining chip for a merchant nomad.

------------------
The latest info on Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html) (forum thread).
-&lt;Download V2.2b (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModV2.2b.zip)&gt;- (Now with EZ-Install, just extract to your SE4 folder)
-&lt;Download P&N Classic (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModClassic.zip)&gt;- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/nomadraceEMPs.zip)&gt;-
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Other Links:
-&lt;Play By Web (http://www.pbw.cc/)&gt;-
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-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

Lord Kodos
August 16th, 2001, 10:18 PM
Well i may do that but my spae monsters all generate money from planets and hivebases
but i hav ea question can you set a special facilty that builds a ship and only that ship because a Psionic nexus is built at a psionic r&d lab.and here is a breif list of some of the new species thingieys in my mod

Pirates
Mercanarys
Space MOnsters
Primitive species
Nomads
Omnipotent Species
Corparations

ANy ideas for these would be aprecieated especioally corparations components and ships


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 16th, 2001, 11:21 PM
I mean, for mercenaries, the extremely low maintenance would be good, since then you could eliminate their ability to build resource facilities. They would then be dependent on outside contracts to make money.

Lord Kodos
August 16th, 2001, 11:33 PM
not a bad idea.i need a way to stop peeps from obirtal bombardments on the primitive species i am thinking about a Spirit Gaurd sort ofthing that would prevent it that way if you wish to defeat them you send down infantry or troops.what about an emp shockwave sort of weapon how could one go about disabling a ship?and as for the primitive species heres some of my stuff for them

Components for infantry

Bone club
Stone Bow
Wooden bow
Bare hands:weak but takes up no space and only one per infantry all species have these
Stone dagger
Stone sheild


Facilitys
Minerals Cave
Farm
Coliseam:makes them happy but lowers population
Spirit Guard


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 16th, 2001, 11:43 PM
OH AND a NEW IDEA Mobile Planets
its a 6000 racail trait that gives you acess to a Mobile planet (not to be confused with a 9000KT PLanetoid)this is just a planetoid that has a zero maintanence cost and generates a lot of minerals now you ask what si the downside...no colony ships,so tel me what you think
BTW i made my battlesun bigger its now
1,000,000,000 and costs 1,000,000,000 radioactives and 9999 minerals and requires that you have a max tech in ship construction,base construction,Steller manip,Sun utilization.

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 17th, 2001, 01:17 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Bare hands:weak but takes up no space and only one per infantry all species have these<HR></BLOCKQUOTE>Try just giving the "cockpit" component a weapon, described as bare hands. You can then add your shield or bow.

BTW, how the heck does one operate a stone bow & arrow set???

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>this is just a planetoid that has a zero maintanence cost and generates a lot of minerals now you ask what si the downside...no colony ships<HR></BLOCKQUOTE>You do realize that that will require players to not choose a "normal" trait during race design...

As for the sun stuff, you are really getting overkill there. Bigger is not always better, and in this case, your enemy would have to counter-attack with more DNs than can fit in a tactical combat screen.
You've already gone past the hardcode limits on "constructed extraterrestrial phenomena" for fairness.

Lord Kodos
August 17th, 2001, 01:27 AM
i am well aware that bigger is not better the battlesuns for one thing arent as big as they are ounce you have 100 engines to move one space with a limit of 200 engines plus the 100 crew quarters,the 100 life support systems,the fact it has to be built in space,the cost,the research costs and other expenses like the weapon platforms in order to make it hit its a very impractical ship plus since its sooo slow you mainly use these monsters for defense against omnipotent species thats the reason i added them because otherwise you dont stand a chance against omnipotent species unless you get another omnipotent speceis to help you besides after all those rquirements youre better off using 10 planetoids and i made an error the new size and cost is
1,000,000 not 100 million my mistake sorry so all and all its not as unbalenced as you think plus i forgot to mention in my mod i added an empty space system with is just that because every system is not populated so in my mod space travel is Very dangerous and ardious when you consider you are avoiding piragtes,mercanarys,space mosnters,omnipotent species and when you do orrather if you find a planet it may be inhabited by mean primitive aleins so when you send ships out make sure they have a LOT of supplies or elsetheyll join the cosmic wind........

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

BeeDee10
August 17th, 2001, 01:53 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lord Kodos:
i am well aware that bigger is not better the battlesuns for one thing arent as big as they are ounce (snip) when you send ships out make sure they have a LOT of supplies or elsetheyll join the cosmic wind........
<HR></BLOCKQUOTE>

Kodos, it looks like all of the periods in your posting have slipped down to the bottom. This suggests that either you're not using a sticky enough font for your browser, or you need to slow down and take a breath once and a while when typing. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Suicide Junkie
August 17th, 2001, 02:46 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>the 100 crew quarters,the 100 life support systems<HR></BLOCKQUOTE>Can you say Master Computer? Oops. now I've got 1970 KT freed up.

Lord Kodos
August 17th, 2001, 03:03 AM
Isint there a way to disable a master computer for a ship size? if not ill make some kind of penalty oh and on a totaly unrelated thing i have made all crew quarters give a 5 in boarding defense i mean they have phasers and the special crew quarters have diff amounts for example

Repair crew-3
elite psy crew-7
Spiritual crew quarters-9

and while on boarding defense i have some new components for this

Wall mounted lasers
Security drone

Also some new boarding partys

Boarding drones I II III
Genetic Boarding party I II
Nanotech boarding party III (see above
Infestation pod:for space monsters
Swashbucklers:SJ you know these
Spiritual crew quarters:religous only

Oh and im thinking of dividing the religous tech tree into two
the light :holy and the dark:satanic
each with a different emphasis Light focusus mainly on prevention of disastors and increasing builing and trade while black focuses mainly on Wepons attack and other things also im adding little 100-500 racial quirks(see my post of the same name).......
AHH THE PERIODS SLIPED DOWN AGAIN!!......

http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 17th, 2001, 03:12 AM
Here3s some stuff i forgot tomention

Starcannons each are large sats that get a large cannon and only one cannon there will be several sizes
also new mine warhead types here are a few

Engine crippler:does what the name says
Temporal mines:makes a ship unable to fire for x number of combat turns
Boarding drones:a mine that Boards and enemy ship:if possible

also some new ship sizes
a small 50k observer that is permanantly cloaked
i may make differewnt cloak types to match the different cloak scanners
a space colony and orbital ring like i metioned
Leisure cruisers http://www.shrapnelgames.com/ubb/images/icons/blush.gifnly availible to corparations
Space construction yard:a Massive base that can only build things as it has ahigh hit to miss thing




------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

dogscoff
August 17th, 2001, 09:32 AM
Kodos - about primitives (or pre-industrials, which is the politically correct way of referring to them=-)

Please look at my Posts on these short threads:

Some ideas for primitive implementation, their role in the game and some facilities. (http://www.shrapnelgames.com/ubb/Forum23/HTML/002538-2.html)


3 primitive species and a pre-industrial resupply depot. (http://www.shrapnelgames.com/ubb/Forum23/HTML/002544.html)

Sounds like a lesser known punk track:
"3 primitive species and a packet of crisps please" ner nernerner nerner nerner ner ner

------------------
"Pinky, are you pondering what I'm pondering?"
"I think so Brain but, if you replace the P with an O, my name would be Oinky, wouldn't it?"

dogscoff
August 17th, 2001, 02:34 PM
(Slightly off topic=-)
Here's a cool idea for anyone who wants it- mod the standard crew quarters component to have boarding party properties & destroy after use: You can take over another ship from the very beginning of the game, but to do so you have to abandon your own and leave it crippled.

Largely pointless, but it could create some interesting situations in the early game.

------------------
"Pinky, are you pondering what I'm pondering?"
"I think so Brain but, if you replace the P with an O, my name would be Oinky, wouldn't it?"

capnq
August 17th, 2001, 05:37 PM
Lord Kodos' battlesuns remind me of the Cordwainer Smith SF story "Golden the Ship Was - Oh! Oh! Oh!". A Golden Ship was 1 AU long; I can't describe what they were capable of without spoiling the story.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Suicide Junkie
August 18th, 2001, 01:54 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>oh and on a totaly unrelated thing i have made all crew quarters give a 5 in boarding defense<HR></BLOCKQUOTE>Just for reference, all crew quanters contribute 16 boarding defense, even though they don't have the ability.

Try using ONE Boarding Party I (20 attack), on a ship that has 2 crew quarters (16+16=32 defense) in an unmodded game...You will fail.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Temporal mines:makes a ship unable to fire for x number of combat turns<HR></BLOCKQUOTE>Will not work. Weapon reload times are forgotten after each battle, and minesweepers aren't technicaly weapons.
(Unless of course, this is a tachyon mine, which will destroy the weapons)
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Boarding drones:a mine that Boards and enemy ship:if possible<HR></BLOCKQUOTE>Possible, but would probably be ineffective. Psychic takeovers would probably have a better chance of working properly (pre-recorded psychic demand to join my empire?)

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>a small 50k observer that is permanantly cloaked<HR></BLOCKQUOTE>Note: you will have to order the ship to cloak after it is built, but otherwise OK.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Isint there a way to disable a master computer for a ship size?<HR></BLOCKQUOTE>Besides making them too large for the ship, I doubt it.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Spiritual crew quarters:religous only<HR></BLOCKQUOTE>Anything like mine? Mine are 5Kt shrines that require religious and temporal, giving you the Neural combat net plus crew quarters. (Summons the temporal echoes of long-dead heroes to assist in combat)

Lord Kodos
August 18th, 2001, 06:07 AM
I have been thinking a master computer is not sentient so i am removing its exp capabilitys and instead only HAL9000s can have exp making you have to wait longer.ok heres an idea i am moving orbital rings ringworlds sphereworlds battlesuns,Planetoids,False Meteors And Star Cannons all into a new tech area:megascale engeneering witch requires max levels in : Steller manip Base construction-SHip construction-Planer utilization and several others.i know you may think a battlesun makes it uneven but again like i said space travel is arouis it is very hard tio build takes a lot of time and has to be built in space so ounce you research it and build it all and all its not very good its mainly for defense against Omnipotent species as it is sooo slow it never makes it into a hot zone in time.A new idea for combat terrein depending on a planets terrein they preform differently also i would like real time combat at least for ground they had that in starbound 2 for the macintosh and personaly it was nice its like starcraft meets se4 of course se4 always outranks starbound 2 in every aspect except ground combat.

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 19th, 2001, 10:12 PM
aha how do i mod in extra musical scores for the game? and what format must they be because i want to add in these songs in my mod
Xfiles theme-mp3
Zeal city chrono trigger-midi
Imperial march-midi
2001 overture-mIdi

Baron Munchausen
August 19th, 2001, 10:50 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lord Kodos:
I have been thinking a master computer is not sentient so i am removing its exp capabilitys and instead only HAL9000s can have exp making you have to wait longer.
<HR></BLOCKQUOTE>

I sure would like to know how you have "removed" an ability hardcoded into the "Master Computer" ability in the game.

Lord Kodos
August 19th, 2001, 11:38 PM
i havent done it yet and i didint know its hardcocded aghhh sj help me i need a penealty for master computer what what can i make it be!!?

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 20th, 2001, 07:41 AM
some brand new coorparation ideas and components for me and you

Ship sizes

Leisure cruiser:increases a systems happiness

facilitys
COnstrusction yard:a space yard
Corparate HQ:increases a planets happiness one pere system
Amusement park:increases happiness


and im thinking of adding a new tech tree Puppeteer tech you get planetoids from the start and very efficient designs saand such but low physical stregnth and the lot

News on some new components

Nova engine:insane speed but a very low hp very large and eats a lot of fuel
Slipstream engine http://www.shrapnelgames.com/ubb/images/icons/blush.gifpens up a one way warpoint and then closes it:if possible if not if just opens the one way warp point
Louis/e-14 Racing engines:much like a nova engine however isint as fast

i decided to make a starcannon a extremely large comonent for bases that way we can have a more death star sort of feel to things http://www.shrapnelgames.com/ubb/images/icons/icon7.gif,course they only fit on a Starcannon sized base anyway so no worrys about bulding a gweo orbital ring thewn counquering a planet just to have the ring destroy the planet in youre face

i was wondering can i create a sort of psychic warning beacon like i dunno a mine that does no damage but changes a ships orders thus a non violent way to keep the rif raff out of youre system hey we can even create intersteller dance clubs with psionic beacons for bouncers http://www.shrapnelgames.com/ubb/images/icons/icon7.gif


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Mad_Lear
August 20th, 2001, 08:50 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lord Kodos:
i havent done it yet and i didint know its hardcocded aghhh sj help me i need a penealty for master computer what what can i make it be!!?
<HR></BLOCKQUOTE>

Well, I'm not sj, but here are a few quick ideas off the top of my head...

Maybe just slap a -10% attack/defense penalty on master computers (explain it away by saying the computer is slower to react and less tactically adept that human counterparts). Kind of a quick and dirty solution, and I say this assuming the -10 penalty would stack with other attack/defense components on the ship (seems like they would, but I don't know). You could also jack up the tonnage of basic master computers, but that would make the Hal computers less special, and basically just extend the master computer component tree. Giving HAL att/def bonuses would also work, but IMO not quite as well. You could also make Hal equivilent to a 60 odd person security station, since he has already proven his ability to use ship systems to cause human fatalities http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Lord Kodos
August 20th, 2001, 08:25 PM
LOL i like that boarding defense idea i may just be nerevy enough gto do it. i wish that you could make a certain component longer to repair then others because with a hal 9000 sure repairing it is ieasy but thn it must be reeducated and stuff like that...

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
August 23rd, 2001, 11:08 PM
Well some news related to y mod the first being i intend to include a map of vectoria prime as well as Larry nivens Known space (oh yeah i finally read ringwolrd it was supurb)also only the species included in the mod will be compatible as there will be a number of new ship pictures just the Planetoid and the battle moon and the infantrys and the starcannon and a lot more... but i need an artist as well any takers? i also will include a Puppeteers AI with it becuase i may include a puppeteerts shipset but i have no ideas on what their ships look like i may even include the general products company

also i need an idea of a known space map how far away is kzin to earth and things like that?

Suicide Junkie
August 24th, 2001, 12:47 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>also only the species included in the mod will be compatible as there will be a number of new ship pictures just the Planetoid and the battle moon and the infantrys and the starcannon and a lot more... <HR></BLOCKQUOTE>Pictures don't make AIs incompatible.

What you do is put some pictures into the default AI folder: if a race has the pic, SE uses it, otherwise it goes to the default.

See P&N v2 RE: battlemoons.

------------------
The latest info on Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html) (forum thread).
-&lt;Download V2.3 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModV2.3.zip)&gt;- (just extract to your SE4 folder)
-&lt;Download P&N Classic (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModClassic.zip)&gt;- (The final release of P&N v1.x, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/nomadraceEMPs.zip)&gt;-
-&lt;Download SJs latest AI Patcher (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/SJsLatestAIPatcher.zip)&gt;-
Visit My Homepage (http://www.geocities.com/hohoho611ca/index.html)

Other Links:
-&lt;Play By Web (http://www.pbw.cc/)&gt;-
-&lt;Schlock Mercenary (http://www.schlockmercenary.com)&gt;- (great space-based webcartoon) -&lt;First Strip (http://www.schlockmercenary.com/d/20000612.html)&gt;-
-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

&lt;SE4Code&gt;
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
&lt;/SE4Code&gt;

Lord Kodos
August 24th, 2001, 03:03 AM
ah that is true however when it comes to infantry im at a stump how can i make a generic infantry?? i mean i beleivwe one nuetrel even has four arms!AGHh what to do...well i have some new ideas again Grappler arms like in outlawstar now the problem is getting it so that you only can use them on a grapppler ship or i can just make grappler arm weapons but again only on a grappler ship hmm what a predicimint im in

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
August 24th, 2001, 03:29 PM
For infantry, I'd suggest making a 3KT size troop.

For a bridge/cockpit, you have a generic "person" component. Then you add a 1KT body armor & a 1KT hand weapon. If you want to add racial traits, you can make four-handed weapons that do extra damage, or act as armor (parry). A lightsaber, for example is regularily used to block energy beams

Now, imagine instead of a single 3KT guy, you have a whole pack of infantry, say 10,000. that would mean ~300 KG per person of equipment & supplies.
So, when you add 1KT of "Kevlar II" to your troop, you are distributing 10,000 vests.

With a decent vehicle pic (Landing craft? Rows of marching uniforms? APCs in formation?) you can make it look good.

As an option, you can reduce the size to 2KT, and make the infantry weapons or armors be the "cockpit" as well.

------------------
The latest info on Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html) (forum thread).
-&lt;Download V2.3 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModV2.3.zip)&gt;- (just extract to your SE4 folder)
-&lt;Download P&N Classic (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModClassic.zip)&gt;- (The final release of P&N v1.x, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/nomadraceEMPs.zip)&gt;-
-&lt;Download SJs latest AI Patcher (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/SJsLatestAIPatcher.zip)&gt;-
Visit My Homepage (http://www.geocities.com/hohoho611ca/index.html)

Other Links:
-&lt;Play By Web (http://www.pbw.cc/)&gt;-
-&lt;Schlock Mercenary (http://www.schlockmercenary.com)&gt;- (great space-based webcartoon) -&lt;First Strip (http://www.schlockmercenary.com/d/20000612.html)&gt;-
-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

&lt;SE4Code&gt;
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
&lt;/SE4Code&gt;

[This message has been edited by suicide_junkie (edited 24 August 2001).]

Lord Kodos
August 25th, 2001, 10:47 PM
new components and stufff!!!!!

Space monetser comps:
Stinger:a close range destroyed on use weapon of decent power
eye bLast: a new weapon
space monster facilitys:
Spawn flower:space yard
space monster units:Spore launcher:weapon platform

Corparastion stuff

Race enfgine:insane speed engine
Generel products hull 1,2,3:a armor of insane defense however it costs a lot to build as well as take up a lot of space and if possibloe ill make it slow youre ship down
General products life support: a larger albeit safer life suppoert system
Spacing guild navigator:a special 1kt extremely high organic costing bridge that can open and close warpoits at will.

:corpation faciltys

Spaceyards
Corparate headquarters:increases population happiness as well as planetary output


:corparsate ships

Guild transport
Leisure cruiser
and all the other avarege ships


well just some stuff

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

[This message has been edited by Lord Kodos (edited 25 August 2001).]

Lord Kodos
August 26th, 2001, 08:48 AM
ughh why am i not in bed? well tomorrow i leave for florida i have some ill reletives their but i will be Online ocassianioly after all i have to prepare the vnn ( vectorian news network a new site that will have news about se4 as well as editorials and other things if you want to apply email me) and for tyhe omniverse as well as other productions so right now im realy hectic with the mod in danger of being deleted i am realy having a hectic time but anyway heres some new stuff

ship componewnts:
Gravity ball: a ba;ll of gravcity witch does average damage skips sheilds and renders a ship unable to fire for a few turns..

Nuclear Missile: a massivedly powerfull weapon witch can plauge a planet as well as lower the value but it is large costly and has a reload time of 30 so you only get onbe per battle

Interceptors http://www.shrapnelgames.com/ubb/images/icons/tongue.gifoint defense missiles

Automated security lasers: a stronger albeit larger defense sysatem

Plasma cannon: a well rounded average laser nuthinn special realy

Driller missiles:misseles that deal damege by drilling into a ships hull and realsing attack drones:long range boarsding partys is this possible wihtout making it go thru sheilds?

Drillchain missles: a missele that is attached to a chain and drills in a ship cauising damage and then retracts pulling the ship towards you

Combat simulator:a training program that increases a ships exp

Hull flare: a electric charge that creates a blinding lifght on youre ship deals minimum damage but has a maximum range

oh and all crew quarters now have the ability to board an enemy ship as well as destroying the crew quarters on youre ship of course they arent good at boarding

Suicide Junkie
August 26th, 2001, 04:47 PM
The Problem with most of those is the fact that you can only have one weapon per component, and one damage type per weapon.

So you can't do damage, and pull a ship, etc.

Casper
August 27th, 2001, 05:13 PM
Would it be possible to make an "X-Ray" laser MOD for Sat's that would be a one shot weapon that does massive amounts of damage and destroys the Sat after firing?

Lord Kodos
September 2nd, 2001, 01:21 AM
NEW NEW NEW!!! well as im sure you geussed space monsters only use organics now that is true however i have created a new ship size for them :Polinater it is able to remote mine for radiactives witch in turn can create severel new components like

Pollen enhanced reproductive organ:a enhanced space yard

Pollen spores:they lodge on a ship disabling its attack for a while

new for everyone ship sizes

Mothership
Docking bays:a 2000 kt ship that requires no bridge or life support or crew but requires 100% fighter bays
Observer:pemenently cloaked ships one for each level of cloak

Supply depot:similer to fighter dock but requires 100% of supply storage and it has a built in quantem reactor generator

Space construction yards:has a built in spaceyard that puts the spaceyard component to shame but it is only big enough for a master computer ie its only availble to computer freindly species

New components

Tasp:msakes the enemy happy so happy they dont care toi fire for 5 turns :)

oh new corparation compnentd

Outsider hyperdrive:asomewhat faster quantem engine capebel of openeing and closing warps

Quantem II hyperdrive:a super fast warp openeing and closing engine that unfportunetly takes a lot of space

General Products lifesupport:a lifesupport that is very big but very high in hp

new everyone facilitys

Transfer booth network:increases the populations happiness a little

Tree of life garden:increases the Attack of ground units in the system greatlyu but very costy in organics

Genetic engineering facility:increases the attack of ground soilders but slightly makes the pop unhappy

andi have all new troop weapons form amored core to add to the corparations

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 2nd, 2001, 04:00 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Supply depot:similer to fighter dock but requires 100% of supply storage and it has a built in quantem reactor generator<HR></BLOCKQUOTE>If it has a quantum reactor, the number of supply bays means ZILCH.

Any ship with a quantum reactor gets infinite supplies, and infinity plus 500 equals infinity.
The only time the supply bays matter is if the reactor is destroyed, but that is impossible if it is built into the hull.

Players would probably opt for a generic base, since it gets 50% off maintenenace, can hold weapons/defenses AND still has the infinite supplies.

------------------
The latest info on Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html) (forum thread).
-&lt;Download V2.3b (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModV2.3b.zip)&gt;- (Fixed rare RCE from AI; just extract to your SE4 folder)
-&lt;P&N V2 AI patch (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/AIPatchforP&Nv2.zip)&gt;- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-&lt;Download P&N Classic (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/Pirates&NomadsModClassic.zip)&gt;- (The final release of P&N v1.x, just extract to your SE4 folder)
-&lt;Download compatible EMPs for P&N v1.2 through v1.7 (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/nomadraceEMPs.zip)&gt;-
-&lt;Download SJs latest AI Patcher (http://forum.shrapnelgames.com/ubbuploads/suicide_junkie/SJsLatestAIPatcher.zip)&gt;-
Visit My Homepage (http://www.geocities.com/hohoho611ca/index.html)

Other Links:
-&lt;Play By Web (http://www.pbw.cc/)&gt;-
-&lt;Schlock Mercenary (http://www.schlockmercenary.com)&gt;- (great space-based webcartoon) -&lt;First Strip (http://www.schlockmercenary.com/d/20000612.html)&gt;-
-&lt;8-bit Theater (http://www.nuklearpower.com/comic/)&gt;- (fun comic with the pixellated FF1 characters)

&lt;SE4Code&gt;
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
&lt;/SE4Code&gt;

Lord Kodos
September 2nd, 2001, 05:07 AM
oh ok i geuss ill do that also im thinking of adding a psionic nexus that has 0 space and everything built in and can only ram into enemy ships but the ship will also heal over time so it heals after ramming a psionic nexus ill call it and only psychic species get it.

is their a way i can create like a good megescale engineer racial trait that way some species are good at building ringworlds and dyson spheres.

and any ideas for racial qiuirks?

oh severel new racial techs

Mechanical assimiliation:ie borg
Infestational assimilation http://www.shrapnelgames.com/ubb/images/icons/blush.gifnly for space monsters

oh and a new tech area http://www.shrapnelgames.com/ubb/images/icons/icon10.gifreamology:the study of dreams this can create several different compoinents on its own and can be combined with racial techs to form better components like

Psychicly induced nightmare:causes a ship to not fire for 8 turns due to the fact they are busy crying and running from gient dream bunnys

Dream shrine:increases a planets hap[piness by giving them good dreams each night

Lord Kodos
September 3rd, 2001, 01:56 AM
some new infantry sizes

Protecter:large and very expensive in organics

Security guard:for corparations only

Hired Goon:for corperates only again

oh and a new infantry weapon for you out their with a more psychotic feel the chainsaw hee hee hee ZNNN ZNNNN ::CUT: http://www.shrapnelgames.com/ubb/images/icons/icon10.gifIE ::mwuhahahahahaahah

oh and mobile suns when in the same space as a planet or another sun may destroy it

corparations get the new ship race cruiser with the ability to have as many engines as it wants

new race orianted corparate parts and shi8ps

parts

Pit Crew
:a very good repair part but only comopared to the other ace repairs and only for bases

Race engine: a very fastengine that couints as armor and is very low hp

oh and some general corp parts

Repair dock

dOCKING FIGHTER BAYS

ships

Race cruiser:a ship that adds 5 bonus movement and has as many engines as you and i may make itd movement system newtoniean

Checkpoint: a sat that has a built in repair thing and some supplys but only enough room for a computer core

Pit station:a small base big enoiugh only for a pit crew and the necesaryy components

oh and i made the nueral net general tech as it is now in Nanotech new facility computer archives all ships in the system have exp equel to youre best ship btw all corparete ships have zero maintenence and i remoed the tree of life facility since i added the Protecter Unit


_EDIT_
oh and any ideas on how to make a shotgun or spread weapon that way i can make Fragmentation bombs


[This message has been edited by Lord Kodos (edited 03 September 2001).]

Suicide Junkie
September 3rd, 2001, 02:18 AM
Owch. Think you could clean up some of that multiposting?

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>psionic nexus that has 0 space and everything built in and can only ram into enemy ships<HR></BLOCKQUOTE>Problem: zero components means Zero hitpoints.

If restrictions worked, you could allow only armor on it, with organic armor you'd have the effect you want.

Efficient Megascale Racial trait? How about Half-size & half-cost plating & cabling. You could fit them on baseships and drive em where you want, or build the world with half the normal number of starbases.

Mechanical assimiliation:ie borg
For borg, I reccommend "organic armor boarding parties"
With those, you can't capture through shields or SDDs, but one ship can make lots of attempts and capture lots of ships, since their boarding parties regenerate each turn!

Lord Kodos
September 9th, 2001, 04:06 AM
Wow how did that happen?? oh well ill fix it in the morning.... well some new stuff for you all

Infinite improbability drive a masssivley powerfull engine that is very very very big

Bistromath drive:a engine that puts the iid to its kneeesa even in size

i have a probelem well two questions exectly the second is a two parter well heresthe first how cn i stop peeps from boarding sapace monsters i mean what are they going to do attack the creatures brain till it submits?? and the other is when a fleet leader IE queen of an insect space monster fleet :ie the queen dies alll tbhe other ships should go limp,or do what6 their Last order was and afterwords self destruct,or attack everythig,or self destruct,orjust sit there how can i im-lement these things??

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
September 9th, 2001, 04:38 AM
question can i create a planet from thin air?
and space monsters are able to harness resources thru remote mining with drones who gather Organics,and Pollinators who gather Radioactives im thinking i may let them colonize but only the queen and dont have any resource gathering facilitys so the only purpose of colonizing is

A:so no one else can
B:to build weap [platforms and spaceyards and Resupply depots
C:to keep population of other species prisnor
new new new

Spaxce monster components:

CHameleon Carapace:STealth armor

Web ball:unables them to fire for a while

Web rope:tractor beam

Webcloth:a weaker albiet more compact and cheper sheild


Internal goo http://www.shrapnelgames.com/ubb/images/icons/tongue.gifhased shilding

and some new sizeszz for the buggies

Web:a mine that destroys the engines
Explosive Goo ball:an all around mine
Eggtender:a ship that can carry eggs(sats)that carry larva(fighters)and is very slow


New sizes of regular ships

Anolog COmputer:a sat that has pnly enoguh space for its core but is able to do alkmost anything
Makes peeps happy
makes troops fight better
makes you never miss
gives supplies
and all sorts of nice stuff

and there is a faciltiy deep thought witch does the same but only for on planet

WendellM
September 9th, 2001, 06:18 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lord Kodos:
[B]Wow how did that happen?? oh well ill fix it in the morning.... <HR></BLOCKQUOTE>

No problem, Lord Kodos: I cleaned 'em up. I believe it happens if you press Submit multiple times for the same message (if the board is slow it looks like nothing happens, but it really does - hence multiple Posts appear).


------------------
Wendell
Everyday gamer most of the time; advisor as needed

Lord Kodos
September 9th, 2001, 09:11 AM
thanks why am i up?? oh well some new stuff
did i mention all space monster ships and compnents heal over time and share exp
M.D cannon :yaknow form enders game

Psionic cloak field: a cloak that requires less supplys but for psychics

Temporal claok http://www.shrapnelgames.com/ubb/images/icons/tongue.gifrovides a level of cloak only temporal sesnors detect as it exists in another time


New bug stuff again for space monsters

Pnumatized carapace:adds bonus movement and counts as armor but requires rad

Photsynthsis glands:generates supplys from stars

Crystalline carapce:when hit turns damage to sheilds

Any ideas on how to put supernovas in the game?it would suck you into the center but the center would not destroy only damage you but then in a few turns it would turn to either a Nuetron star or black hole



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 9th, 2001, 05:35 PM
M.D cannon :yaknow form enders game
Molecular Disruption Device. The "Little Doctor" Can destroy any planet or star. Size of a missile. Good luck balancing that.

Web:a mine that destroys the engines
Easy. Just change its weapon damage from "normal" to "Engines only"

Internal goo - Phased shilding.
How about making it like my BuckTube Gel Armor? Then it is actually internal, and works against every weapon in the game (excepting Psi-Subverters) In your case, you could make it protect against Engine Destroying attacks too, since the AI can design ships with more than the legal limit of engines http://www.shrapnelgames.com/ubb/images/icons/icon12.gif It would be described as a honeycomb filled with high-damage-resistance goo, critical components are placed in core cells.

Photsynthsis glands:generates supplys from stars
Glands? Wouldn't it make more sense to have it be a Photosynthesizing Skin? Could be armor, or described as fitting under armor. Would likely come in very small segments, since it is nearly impossible to destroy the entire skin at once.

capnq
September 9th, 2001, 05:51 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>how cn i stop peeps from boarding sapace monsters i mean what are they going to
do attack the creatures brain till it submits??<HR></BLOCKQUOTE>Something very much like that happens in one of the _Wild Cards_ novels, but can't remember which specific volume.

How about this component?

Immune system - boarding defense (same ability as Security Station)

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Lord Kodos
September 9th, 2001, 07:25 PM
cool ill do that

yeah ill take out the little docter it is very unbalenced and ill make it photosynthisis skin

i may make troops 3kt 1 kt for thew suit one kt for the guyn and another for the other gun and some guns take both hands like bazzokas

and new bug stuff

Honycomb:supply storage

Metamorphisiize cocoon :retrofitt but not repair


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
September 9th, 2001, 08:07 PM
did i mention the new system ands sector types?

System
Vortex:like a black hole but much stronger and you need high level temporal to create or destroy it btw temporal is no longer racial now everyone can screw up time http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Nuetron star:makes all ships in the sector go random

Space:totaly empty


SEctor:

Debris feild:asteroids but with a diff pic

Red Dwarf:sucks you towards it

New planet abilitys

Monolith:Extremely rare if found gives you the OMnipotent tech tree

Lord Kodos
September 10th, 2001, 01:57 AM
some new stuff

Comps for all

Atom detachment cannon :a extremely lsarge and powerfull device that takes a shp apart atom by atom

Gravity ball:since it cant make them unable to fire and do damge it just damages

Docking bay: a massive shipyard for bases

Lightining canon:fires a beam of electricity nothing special realy

Tasp:makes the enemy unable to attack they are so ecstatic

Psi storm:an attack that does decent damage and counts as crew quartersfor psy only

Dark religpous stuff

Huanter beam:for Dark religous causes a ship not to fire because they are being huanted

Dark beam:a beam of pure evil for dark religousd very powerfull

Doom beam:when combined with max temporal you use this to kill an enemyinstantly because you accelerayte them to the time when they arer all dead

Lord Kodos
September 11th, 2001, 04:31 AM
the little docterhas made a comback i have found a way i hoipe to balance it i will add a new tech area Molocule manipulation witch requires max in Physics,level 2 in steller manip and the little docter can only destroy a tiny or small planet a little docter 1 can only destroy a tiny though and it aint so little any more and its requires 10 turns to reload eats a lot of supllys requires level 10 in Molocule manip andcant kill a sun and has poor range.

also some new components

Thruster:a engine that provides 1movement and requires 1 suplly and is only 5kt not bad i mean its practicly a freebie right and the primitives get it at a high level in ther techs as well

Training dock:a comp for bases that increaszes a ships exp when its in the same sector

All crew quarters now have boarding attack of 5 and a destroy when use so you cnan abandone youre ship and steal a better one



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

dogscoff
September 11th, 2001, 11:45 AM
Kodos, that is on hell of a mod you ar putting togthr. Do you have a readme of all the features anywhere? (I don't fancy reading through this entir thread and piecing it togethr=-)

DO you think you'll ever finish your mod or will you just keep adding and adding and adding...

------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M&gt;M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Work out your code at http://www.sandman43.fsnet.co.uk/se4main.htm

Lord Kodos
September 12th, 2001, 03:42 AM
yes it will be finished eventually and yes i have new stuff i for one live in new york and deepest apoligies to all who lost family in this horrific event my prayers are with you all.....

Ship size

Death Probe:a small ship that has only 5kt but has the built ability to kill a sun or planet and opnly at the highest level a sun

new comps for all

Thruster:a engine that gives one movement and takes 1 supplys and takes 1 kt

Cryosleep tube :a 1 kt crew quarter that uses a lot of supplies

Gravity manip is a new tech and here are some of the results of it

Gravity bLast:doessevere damage medium range

Gravity ball:makes a ship unable to fire and repulses it

Gravity Reflector:can destroy a tiny planet and ruins its stuff

Gravitic sheilding:if possible it defends against missles only

Massive gravity generator:a long range tractor beam

New racaial trait Symbiotic life form here is some of their stuff well they get the tiny species bonus for one thing

Symbiotic boarding party:a very good boarding party that is also very small.. they have smaller birdges and crew quarters..

new yourk may fall but we will ALWAYS get back up.....




------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 12th, 2001, 04:25 AM
Thruster: WTH? Ten times the thrust density of the main engines?!? Ten times the fuel efficiency?!? S'cuse me, but can you say unbalanced?
A "thruster" should probably only be for bonus combat movement, or ECM-type bonus (from dodging). When you say thruster, I see little bitty attitude control thrusters. Not exactly good for interplanetary voyages, but decent if you want to rotate your ship quickly.

Cryosleep tube : Lifesupport/crewquarters ignore the "supplies used". Sorry.

Gravitic sheilding: if possible it defends against missles only
Shields block everything that dosen't have a shield-skipping warhead.
How about a point-defense repulsor beam? That would be missiles and fighters only, auto-activated. Effectiveness would depend on how much range the missile has left. Given a range of 1, it would reduce damage from plasma missiles, allow more time to evade CSMs, and prevent fighter rammings. If it had range 1 (and damage of 1), fighters would still fire at you from range 2 but could not ram.

Problems could arise in fleets, in the case of one ship pushing a missile towards another ship (possibly the missile's target). I would not expect that to happen often; maybe if the missile was fired from within the formation or something.

I will probably have PDRepulsors in P&N, once I've gotten through the first weeks back at University

[This message has been edited by suicide_junkie (edited 12 September 2001).]

Lord Kodos
September 12th, 2001, 04:49 AM
yeah ill make it a pd repulser.....and thrusters will add bonus only as well and heres some mpore stuff

Gravitiric implosion:a chunk of the ship is flung off of youre ship ie its a missle that is destoryed on use....



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D
September 12th, 2001, 05:11 AM
Can't do destroyed on use for weapons, or anything used in combat for that matter.

Phoenix-D

Lord Kodos
September 13th, 2001, 01:35 AM
new stuff and a question can i make a comp that makes a planet form nothing??or new types of ringworlds? like give the monsters the ability to creat)e a Hiveworld(sphereworld with a different pic
)from uhh different stuff? and can i make a type of ringworld only for certian suns?

Components:

Psionic nexus:a psy only comp that is like a nueral net but better

Ships:

Ark:a ship ewith the built in ability to colonize anything and is level 3 claoked but is slow expensive and poor at combat so is best used to stick away in some max level storm (i made a storm that no sensor can see through even the omnipotents)and when you loose all youre planets you make it colonize one.



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 13th, 2001, 01:56 AM
Can't make a planet from nothing.

New types of ringworlds: you could create them in planettypes.txt, but not build them with SM (ringworld generator build planets of size ringworld only).
You can't have the created world be of a specific picture, either. Half the time you'd get a normal construct, half the time your new pic.

Phoenix-D
September 13th, 2001, 02:00 AM
Suicide, I amee a new type of construction- the Star Colony- for TechMod, and didn't notice any problems with it. Worked fine.

Phoenix-D

Lord Kodos
September 13th, 2001, 02:45 AM
can i turn a planet into a sun?or a planet of type a to type b?

Comonents


Bussard ramjet:a engine simwhat slower then a Nova engine but uses no supplies

Robotic terraforers:large but increases a planets conditions and value.

Nano armor:biological armor but at its highest it is equal to bio armor level 2 only..

Gauss cannon:medum power and good range but usees some ssupllies

Emp cannon:disables one ships weapons for 20 turns but is hard to research and is hefty and has a reload of 20 as well



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D
September 13th, 2001, 03:05 AM
"can i turn a planet into a sun?or a planet of type a to type b?"

No.

Phoenix-D

Lord Kodos
September 13th, 2001, 03:31 AM
Beamer:a average weapon slightly better then a meson bLaster for Infantry as well.

Blazer:a better beamer and for ground as well.

Tasp:yes i mentioned it before but now infantry havbe it also http://www.shrapnelgames.com/ubb/images/icons/icon7.gif oops fired it at the worng end Lol

Interceptors http://www.shrapnelgames.com/ubb/images/icons/tongue.gifd missles

Decoy missles:a missle that is fast and does no damage used to distract PD cannons

Ships:

Asteroid ship:a slow ship with a lot of armor and needs megascale engineering as well

Juggernuaght bigger then a super dreadnought(in my mod they are called Krakkens)but smaller then a base ship(renamed flagship)

Moniter:a 5 kt pemranantly cloaked sat

Raider:for pirates only it has a lot of supply storage built in and a high engine capicity good for hit and run missions or as pack scavangers or mop ups quite possibly the most strategeic pirate ship.

Guerilla raider:same as above but with stalth armor and slightly smaller

Plunderer:a pirate equivelent of a cruiser.



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 13th, 2001, 03:54 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Suicide, I amee a new type of construction- the Star Colony- for TechMod, and didn't notice any problems with it. Worked fine.<HR></BLOCKQUOTE>Oh, I see. I was under the impression that there was a separate ability for ring vs sphere world. I really should not be basing anything off of the description of a component.

Create Constructed Planet
Value1 = The Special Ability ID in PlanetSize.txt to construct.


This would still require the "destruction" of a star to build each one.
NO building moons & stuff.

Lord Kodos
September 13th, 2001, 04:34 AM
i have a new species type sun colonists they have no colony modules instead they create Sun colonys!! ohh yay and some new sun colonys see below

Sun colony:for sun dwellers only

Hiveworld:requires severel comonents like goo and stuff For bugs only

Star harvester:a small tiny sized colony that procuces a good sum of rads and its for us all to enjoy....



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Phoenix-D
September 13th, 2001, 06:17 AM
"Create Constructed Planet
Value1 = The Special Ability ID in PlanetSize.txt to construct."

Yeah, still requires a star, but it does work. Change this to, say, 3, add the appropriate entries to the other files, and you're in business.

You CAN'T, however, make a race that only colonizes stars. First, SE4 requires you to pick a starting type/air, and automatticly gives out the tech. Second, these new structes do NOT start out with a colony on them. You have to colonize them.

Phoenix-D

capnq
September 14th, 2001, 12:42 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>can i turn a planet into a sun?or a planet of type a to type b?<HR></BLOCKQUOTE>If you destroy a type A planet, then create a new planet out of the asteroid rubble, will the new one automatically be another type A? If not, you could repeatedly destroy and create the planet until a type B was randomly generated.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Puke
September 14th, 2001, 12:57 AM
the atmosphere will be different every time, im not sure about planet type. size and resource value is constant.

Suicide Junkie
September 14th, 2001, 02:52 AM
Asteroids are always "rock", but turn into any of Ice/Gas/Rock when planetized.

I believe that if you keep smashing and rebuilding, you can get any atmosphere with any surface. Thusly, with enough time and budget, you could colonize all planets in a "own atmosphere/surface only" game.

These are always subject to the restrictions of: no Gas/None, Gas giants are always large or huge.

[This message has been edited by suicide_junkie (edited 14 September 2001).]

Puke
September 14th, 2001, 03:28 AM
actually, gas giants can be medium as well. but what do you mean by: asteroids are always rock?

i thought they were undefined, like a quantum bit in a state of supermotion. or were you talking about real asteroids? if asteroids are always a planet type, can they be colonized? i tried very hard to get them to colonize, but i think i remember that whoever first did it way back when, did it by turning them into rock planets and thus they could not be affected by stellar manip properly.

if they can be left as asteroids, and a seperate asteroid colonizer could be created, i would be very interested in knowing how. I know that it would be possible in a patch, because they have specific stats in the planetsizes.txt

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Suicide Junkie
September 14th, 2001, 04:04 AM
What I mean is that, if you click on an asteroid object in SE4, it says:
"TYPE: Rock - &lt;size&gt;"
"ATMOSPHERE: None"
Thus, SE4 probably does not keep track of what an asteroid belt will turn into; rather, when you make it into a planet, these values change to a random (but valid combination) type and atmosphere, potentially different each time the planet is rebuilt.

Lord Kodos
September 14th, 2001, 04:37 AM
new species types here they are new types but you probably wont actualley see them until at least v 1.1new stuff

Types:
Antimatter species:can colonize anywhere but have huge colony modules but only two theirs can colonize both ice and rock and only need a neew one for gas giants as they must house metel and cointenmint feildfs but they have very powerfulll weapons and powerfulll ramming power

Sun dwellers:they can colonize only gasous and create sun colonys.

Pure energy beings http://www.shrapnelgames.com/ubb/images/icons/tongue.gifowerfull weapons slightly bigger colony mods and their ships are pure energy and dont need supplys and regenrate but much slower at regenerating...


Components

Immune system: boarding defense for bugs
Energy field:energy biengs sheild

Ships
antimatter cruiser etc etc:normal as other ships but deadlier at ramming and invunerable to missles

Sector and planet types

Slaver stasis field:a sector that contains some new techs for everyone but most are for psychics like the
Slaver subjegator:a better albiet coslier subverter but their are also regulerweapons like

Soft weapon:a omnipotent death ground troop ray but very big...

Suicide Junkie
September 14th, 2001, 05:11 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>antimatter cruiser etc etc:normal as other ships but deadlier at ramming and invunerable to missles<HR></BLOCKQUOTE>Why should a ship made of antimatter be any more resistant to a matter/antimatter explosion?

If a missile just sprayed antimatter around before impact, it would be very ineffective.
A simple magnetic field would be sufficient to deflect the antimatter!
Just as decent weapons today will mix an oxidizer in with the fuel to get a better explosion, the antimatter missile technology would do something similar. If the missile were to thouroughly mix pockets of matter and antimatter together (using forcefields to prevent an early reaction), then ALL of the mass would be converted to energy every time, resulting in a multi-megaton bLast of energy from warheads measured in grams.
Uncharged photons of incredibly high energy suddenly bombard your ship, requiring "magical"-tech forcefield shields to protect against.

Anyways, what I'm trying to say is that an antimatter ship would be just as vulnerable to missiles and torpedoes as "normal" ships. The antimatter in the weapons does not react with the hull of the target, but within the missile itself.

If anything, an anti-matter race would be at a severe disadvantage, running into solar winds would mean death. Cosmic dust would cause the hull to glow from M/AM flare-ups. Particle-beam weapons would trash the ship instantly. Their shields would have to be up at all times to prevent their destruction.

Lord Kodos
September 14th, 2001, 05:35 AM
of course that why i am giving them built in sheilds and phased as well because i am making them higly damageable isnce i cant acutalley make them low on health without sacrificing size they dont have other sheild generator so they will have a big hit ratio so almost always you hit them but they are very lethel as well and do well in many things.they have the best pd defense in the game.their antimatter armor is very good because it generates sheilds as well.The boarding defense is well they have none they all have built in self destruct devices because the second a matter being seps on board......EXPLODE needless to say they can not board enemy ships....

Energy biengs get access to Ramscoop engines better ramejst because radioactivity dosent phase them in the least.they use no supplys as well all their engines... they have the crystel armor ability also......their sheilds are matched only by the antimatter beings.



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
September 17th, 2001, 12:47 AM
can i make bonus boarding adefense and attack points? any ideas on planet to planet teleportation of cargo?

Components
Slipstream engine:a slightly faster quantem 2 hyperdrive same abilityies fastest warp based engine

Quatnem two:a much faster hyperdrivesame abilities

Infinate improrbability drive:second fastest engine in game

Bistromath engine:fastest engine in game

CS-100:the basic 1 kt combat suit nothing special here

CS-200:makes you have more armor but you are more easy to hit as a result of slower speed

CS-300:increases acuuracy but at the cost of armor hp

CS-400:a combat suit equped with a gun arm so it is 2kt

CS-500:kamikazee

Beamer:basic 1 kt gun

Blazer:a more powerfull 2kt beamer

Bazooka:a 2kt weapon

Incinerator: a 2 kt flamethrower


Ships

Infantry:3 kt 2 kt for weapons and one for the combat suit

Protecter:2kt but has enhanced abilties

Cyborg:2 kt but enhancced as well

Assasin:very stealthy again 3kt

Suicide Junkie
September 17th, 2001, 01:20 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Ships

Infantry:3 kt 2 kt for weapons and one for the combat suit

Protecter:2kt but has enhanced abilties

Cyborg:2 kt but enhancced as well

Assasin:very stealthy again 3kt<HR></BLOCKQUOTE>Are these 3 KT ships? It would take piles of them just to kill a fighter, never mind a capital ship! And you also would not be able to fit enough of them into the combat map to hurt anything!

I hope you meant "vehicles", and "troops" in particular.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>can i make bonus boarding adefense and attack points? <HR></BLOCKQUOTE>Boarding attack and defense stack completely. Any component with the ability will only add to the total ability. (Ooh, what about negative attack or defense built into the hull...)

Note: Components with the attack ability are all destroyed when a boardig attempt is made: I have no idea what would happen to a ship hull with the ability; probably nothing, but maybe the ship will be destroyed outright.

---------------
As for those antimatter ships, you could try making them take extra damage from weapons by giving them a negative cyrstalline armor ability!
If it works, the first hit will make their shields become -50/0 or something, and the second shot will do the extra 50 damage!

Be sure to test this first.

[This message has been edited by suicide_junkie (edited 17 September 2001).]

Lord Kodos
September 17th, 2001, 01:25 AM
there grtound units of course

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 17th, 2001, 02:01 AM
About the Infantry vs Cyborgs & stuff.
Are you planning to include an item in the description such as:

Cyborg Troops: A squad of two hundred cyborgs. (10 tons of equipment each)
Infantry: A 10,000 member squad of regular ground troopers. (300 pounds each)

Lord Kodos
September 17th, 2001, 04:20 AM
Of course they are multiple i have a question can i make a ship immune to laser fire?????


COmponents


Railgun:i renamed the ship Version of the gauss rifle

Energy containment suit:the armor for antimatter trooops

Robtek slef maintaining armor:armor that heals itself only for corparations

SHips

Energy cruiser escort dreadnought etc etc:thye all have built in healing ability built in damage to sheild absorbers and qauntem reactors

ANtimatter ships:built in sheilds,built in self destruct devices.

Units

Antimatter troops:very strong

Energy infantry:they are rather powerfull and have built in sdheilds

Lord Kodos
September 17th, 2001, 04:45 AM
new stuff

components:

Grappler arm with gun:a powerfull laser gun

Garrpler with saber:a close rsange ship ayttack thingy

Atomic Disrupter: a large but massivly powerfull weapon that disrupts atoms on a ship



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 17th, 2001, 04:52 AM
Every troop has to be multiple individuals, but I was wondering about the scale you were looking at: Big Bad "Terminator" cyborgs vs the puny humans or what? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Of course they are multiple i have a question can i make a ship immune to laser fire?????<HR></BLOCKQUOTE>Sure. Give it shields and give it crystalline ability equal to or greater than the laser's damage.

To prevent this from ruining weapons other than the laser, you can divide the laser components so that they are 5KT in size, but have the same DMG/KT/turn as normal.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Energy containment suit:the armor for antimatter trooops<HR></BLOCKQUOTE>Going the other way: What about a spherical repulsor field to keep all that nasty atmosphere and stuff out of your hair? It would act as a powerful shield or armor.

Lord Kodos
September 20th, 2001, 04:10 AM
new stuff


Components

Reinforced skeleton http://www.shrapnelgames.com/ubb/images/icons/tongue.gifhased sheilding for space monsters


Ships

Scavenger drone:a 10 kt ship that has built in ability to rbob mine

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
September 23rd, 2001, 04:37 AM
new new new!!!


Ships

Artificail black hole: for pirates only it is a massize ship half the size of a battle sun and has built in rtractor beams(if possible)and many other things that make it wonderous however it has a movement of one and is expensive and probably wont be used at all but if its built the pirates are mighty because it sucks in ships and then Boards them with built in boarders http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Bloackade ship:a very large but slow ship foir everyone excellent for bloackades!

Warship:a ship thats a bit smaller then a dreadnought

Units:

facilitys

Undergorund network: increases a planet cargo space greatly the second of planet util and megascale

Artificial continint:the first result of megascale and planet utilization

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 23rd, 2001, 06:00 AM
I'm pretty sure that this has been mentioned before in this thread, but you can't make weapons part of a ship's inherent abilities

Lord Kodos
September 23rd, 2001, 11:47 PM
NEW stuff


Components

Heat ray: a pretty powerfull weapon it skips sheilds too but only for ships and fighters cant target planets

Freeze ray: good but cant hit fighters or stas

Hellfire missiles:weak but very fast

Nuceular missile:for primitive spacecraft its their powerfullest weapon only good against planets because its very slow...

Suicide Junkie
September 24th, 2001, 01:23 AM
For the nuclear stuff:
Why not have Nuclear Missiles for use against ships, and Nuclear Bombs for use against planets.
You can say that the missiles are built lightly, and can't withstand an atmospheric entry (insignificant effect on vaccuum planets, since there is no atmosphere and the bLast dissipates into space)
The bombs would be designed for planetary assaults, detonating in the lower atmosphere, or on impact with the surface of a vaccuum world.

You can then also make the nuclear warheads do a different amount of damage to planets vs ships.

Lord Kodos
September 25th, 2001, 12:48 AM
ive firgured out what probably the most importent techs to control in my od are:Nanotech,Temporal,megascale engineering,Psychic,Atom manip.
ne wnew new oh and the little docter dedstorys the ship its on when it kills a planet because you have to be close


components

Magrathean planet makrs kit:for corparations only it lkets you build planets in one average sized handy dandy little kit.

Phasers:smaller but weaker then a meson bLaster also for troops

Temporal Sun killer:a rather average sizewd device that speeds a suns life up to a point when it is dead

Ships

Facilitys:

Battl school:greatly incrases ships exp but m,akes the populas unhappy

Lord Kodos
September 29th, 2001, 03:26 AM
WOw things have been slow arouynd here new stuff though...

Components:

Laser cutter:for infantry

Stunner:makes enemys unable to fire not as good as tasp though and only for infantry.

 
SHips

Assasin pod:a sat you drop that kills pop every turn,good for harassing enemies but not for attacking.

Facilitys


Amusement park:for corparetes makes the pop happy

Slave labor camp:for pirates its a mine

BioHarvester:for bugs it kills 100 poip every turn and generetes 200 organics every turn....

Suicide Junkie
September 29th, 2001, 05:21 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>BioHarvester:for bugs it kills 100 poip every turn and generetes 200 organics every turn....<HR></BLOCKQUOTE>That sounds a tad wimpy.

What kind of facilities do the bugs have? If they've got regular organics extractors of &gt;300 per turn or so, those harvesters probably won't be used.

Lord Kodos
September 29th, 2001, 07:56 PM
ok ok heres their faciltys

Bioharvester:itkills a thouend and makes 2 thusend

Bioextractor:the usael

HIve:spaceyard,supplydepot(they dont use spaceports.)

honeycombs:rad storage

biodup http://www.shrapnelgames.com/ubb/images/icons/blush.gifrganic storage



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
September 29th, 2001, 08:12 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Bioharvester:itkills a thouend and makes 2 thusend<HR></BLOCKQUOTE>may I ask how many a thousand killed is?

The minimum you can kill per turn is 1 Million.
A thousand units of pop killed would be a Billion people per turn.

Lord Kodos
October 3rd, 2001, 01:02 AM
a thousend units...

new tech bistromathics rquires a maximum in math as does,Temporal studies and so does Psychohistorysand megascale and many components ie hal 9000,Bistromathics drive,Improbabibilaty drive,AC,Deep thought
oh and if a primitive species researchs everything they then become a regular speicies and the normal tech tree opens and if a regualr does the same the thing happens and they become omnipotent!and a new type of space monster maty make it into Version one as they have very little to add GIENT SINGLE CELLLED PROTOPLASM!
heres their stuff thye all heal and can make new ships

Nucleas:Bridge
Vacuole:supply storage and cargo
Cell wall:armor
Cell membrane:sheildingand a weapon their only weapon so its powerfull and its an engine
Mitocandria:life support
Cytoplasm:crew quarters
ChlorapLastes:Quantem reactor
Nuclear membrane:boarding defense

Heres their ships

Cell:their only ship
Tisue:their base and production house

new facilitys

Psychohistory lab http://www.shrapnelgames.com/ubb/images/icons/tongue.gifredictsa stuff


------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
October 3rd, 2001, 04:22 AM
&gt; a thousend units...

Which is either rounded up to 1M people, or is 1,000M people, depopulating even a huge, breathable world in less than a year.

Lord Kodos
October 3rd, 2001, 04:54 AM
OOPS i geuus its been THAT long since i acutalley played.....

Suicide Junkie
October 3rd, 2001, 05:04 AM
Say the average colony holds 500M people (since most are domed).
At a decent reproduction rate of 15% per year, that's only 7M increase per turn.

Your facilities will have to kill less than 4M people in order to remain stable. (ie. not force a player to build, then scrap after a few turns)
Now you just have to decide how many organics you can extract from a million people http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Lord Kodos
October 4th, 2001, 11:06 PM
Bone ships and bone stuff!!


Components

Stillsuit:for infantry its a quantem reactor.

Facilitys:


Transfer Booth Networlk:makes the pop happy

Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.

Suicide Junkie
October 4th, 2001, 11:26 PM
Stillsuit:for infantry its a quantem reactor.

Well, troops don't use supplies, so that is kinda useless.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.<HR></BLOCKQUOTE>How does it make people both happy and unhappy at the same time?
Or is it just a productivity boost at the cost of happiness, like in SE3?

Lord Kodos
October 5th, 2001, 12:50 AM
i never use troops vectorians are inept at ground combat so i personalley never bother

and yes its a productivity boost at the cost ofhappiness.

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Fyron
October 6th, 2001, 06:45 AM
In my experience, you cannot make facilities that lower population per turn (a negative replicant center) or that lower the population growth rate of a planet (a negative gestation vat). Also, happiness decreasing facilities do not work very well. I think that they lower the happiness to indifferent, but no lower.

Lord Kodos
October 9th, 2001, 03:31 AM
Components

Needle missles: they are fast nd strong,but expensive and somewhat cumbersome.not realy missles as they arent rops and dont home in.

SHips

(note ships with an * are subject to a name change and any ideas are accepted same for comps)


Bounty hunter cruiser*:a cruiser with an attack bonus as all mercanary ships have

Mining vessel:for everyone it is a built in remote mineral miner with mineral storage.

Fuel station: a sat with a built in quantem reacotr,no components alowed but a core

Agriculture vessel:for nomads only it has a built in organic generation

seedy Starbase*:the merc prouction hq

Stargate: a sat with built in wormhole open and closers,no extra space but for core.




------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
October 9th, 2001, 03:49 AM
Mining Vessel:
You don't need mineral storage, since whatever is remote mined goes directly to the empire, just like all production. I'm not sure if the storage ability would even increase your empire-wide storage capacity.

Fuel Station:
I don't believe you can fleet with a sat. And sats already have infinite supplies, just like bases. This would make the fuelstation useless.
If you were to use a fighter hull, with no room for engines, you could get what you want.
Players will have to beware of launching fighters in the same sector, since they will all form a group with zero movement.

Lord Kodos
October 9th, 2001, 11:14 PM
ok i will make it a ship with 5 kt capacity.and since supplys are such an asset for my mod this will come in handy for sure http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

Ships

Supply depot:has built in cargo,supply storage ands minerals and all other stuff that needs storage



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
October 10th, 2001, 04:04 AM
If you want supplies to be a critical resource, I would remove all trace of quantum reactor like effects. Give it a solar supply generation ability of 2500, but not infinite.
Also watch out for bases and fighters (when fighters are launched, they max out the supplies of the group they join. Fleeting with fighters can get you infinite supplies over a few turns)

Lord Kodos
October 10th, 2001, 04:47 AM
they are not a critical resource but as i said earlier,between monsters,nomads,pirates,mercs,and gods and the fact that some systems are toataly empty you will need gas stations along the way.


Ships

BOmber:bigger fighter more accurate.

Assualt carrier:a realy big big carrier

Gunship: in between a battlship and battlecruiser,more acurate,and speedier.

Scout:slightly smaller then a escort,engine bonus,weapon minus.

Warscout:like above but withut the minus weapon thingie.

probe:10kt,engine bonus.

Marauder:a slightly smaller dreadnough,for pirates.

Blackhole ship:for pirates only,highly expensive they probably only will have one.built in weapon bonuses,blackhile maker,quantem reactor,and

Planetary assualt cruiser:built in cargo bays,and(is this possible i havent checked my windows cpu is down)a planet hit ratio bonus.

Striker:a pirates light cruiser



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Spoo
October 10th, 2001, 07:05 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Blackhole ship:for pirates only,highly expensive they probably only will have one.built in weapon bonuses,blackhile maker,quantem reactor <HR></BLOCKQUOTE>

But using the blackhole maker will kill the ship. (Or is that what you had in mind -a kamikazi ship?)

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.

Lord Kodos
October 10th, 2001, 11:00 PM
I am aware it wll destory the ship,but since otherwise the pirates cant realy cause that much damage it is up to them.


Planet sizes

Meteor:a smaller then tiny planet,always no atmosphere

Moon:slightly bgger then tiny planets



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
October 11th, 2001, 02:08 AM
here is how cloaking should work in v1.0 and will definitly work in v 1.1

Religous and psy scanners detect any ship that has a crew ie no master computer(spirit crew qaurters cant be seen by psys)

regular:can detect anything using a regular cloaking device.

Temporal:can detect temporal.

Racial traits:

Quick learners:exp bonus

Tiny species:samll crew quart and stuff

No atmophere:if you breath no atmophere you dont need life support.

God emporer:the peeps worship you,so they are more productive and,happy.

COmponents

Atomic bLaster http://www.shrapnelgames.com/ubb/images/icons/tongue.gifretty powerfull,can be lethal at close range.

Atomic MIssle:for use agianst ship,very powerfull,short range,and high in rad cost

Atomic Bomb:Severely,damages,plauges,a planet,but same downside as above.

Atomic reactor:generates supplys in ships,not a qr!

Heart:i alreayd mentioned it but i just wanna say that the heart and lungs generate supplys as well for bugs




------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
October 11th, 2001, 03:28 AM
Planetary assualt cruiser:built in cargo bays,and(is this possible i havent checked my windows cpu is down)a planet hit ratio bonus.

Planets have a natural -200% defense "bonus", so any ship in the game can hit planets with 99% accuracy no matter what.


No atmophere:if you breath no atmophere you dont need life support.
I don't see how you can detect whether the player has chosen "none" as thier home atmosphere, but even then, ships with zero lifesupport and no MC will be reduced in movement (even if they require zero). You'll have to make a zero-KT lifesupport component.

Lord Kodos
October 12th, 2001, 03:46 AM
All their stuff has built in LS http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

yes my mod is whopper heck next to devnull and p and N i think its the biggest one to date,actualley it is the biggest since it contains a lot of stuff from the two mods,and i am about dry on ideas any suggestions are needed and will be awarded credit

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Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
October 12th, 2001, 10:21 PM
I decided to umm uhh ahh "borrow" yeah thats it borrow not steal nope not me,rthe idea of captains and mayors (LOL) but with a few twists.

captains only cost money,there will be about two for each species included in my mod,they do not take up space but are limeted one to a ship.

PLanetoiral and system govts. have a downside,they lose money because of corruption bills paychecks,but they build faster and are stronger.

Squad leaders,are for infantry they add bonuss much like sa captain.

all genrels thingies have exp bonuss

INdividiul planet governments

Socialist:unhappy populas,more money,

Capitilist:less money,happpy peeps and a fast production rate

Barter:you get a free resoyurce changer,no money,no happieness change.




------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
October 13th, 2001, 06:09 AM
new mnew


Components


Gatling gun:very weak,small and cheap though.

Photon torpedos:figure it out

Nova bomb:its a torpedo sactualley powerfull moderetly fast,expensive,hefty

Star Cannon:huge expensive insanely powerfull,medium rtanger bases only.

Stasis pods:xrew quart with built in life support.

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
October 16th, 2001, 04:07 AM
nothing new but heres some advertising for me

upcoming sites

V.N.N.:gives you the best abridged(freedom of the what?)news relating to vector,se4 and othe rplanets you prrobably hate ,like a crummy one named earth.columns and more!

Black:a dark templar site!

Recruitment pages:little join the army pages.

New stuff

im wiritng a vectorian book i hope to publ9idsh http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

And a vectorian mini game thing warhammer thing.

Achh typos i was in a rush

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Lord Kodos
October 16th, 2001, 04:45 AM
now heres the good http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

Meteor defense: a firly weak weapon for weapo plats

Scrith Armor http://www.shrapnelgames.com/ubb/images/icons/tongue.gifretty darn good armor!

Plated sheild emiter:beefed up sheilds

Phenoix rocket: a powerfull rocket.

Black Hole bomb: a slow,seeking,insanely powerfull weapon using gravity tech

Ion Cannon:renders an enemy unable to attack for a turn.

Iron Tentacle:close range whip good on troops

Lasgun:Ok not that great.

Anti Infantry Cannon:a good wqeapon agianst infantry,for weap plats also

Proton Torpedos http://www.shrapnelgames.com/ubb/images/icons/tongue.gifretty powerfull



------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Puke
October 16th, 2001, 07:02 AM
i dont think that weapon platforms fight troops. troops can capture a planet with WPs in tact.

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

mac5732
October 16th, 2001, 05:01 PM
In regards to races that breathe "none" for atmosphere, how about making their ships being able to take more damage before being destroyed or severly damaged. I would think, my opinion only, that when a ship with no atmosphere is hit, less damage would occur or less chances of explosion because there would not be any atmosphere to react with the chemical or whatever reaction of explosions once the hull is breached. This would make their ships harder to kill and Last longer in a fight. This would be the same for Battle stations as well. The crews would be able to still fight longer with damage as they don't have to worry about their atmosphere leaking out etc.

just some ideas mac

Suicide Junkie
October 16th, 2001, 05:52 PM
That's a hardcode problem. You've only got Gas/Rock/Ice to work with when trying to make components or ships.

You could add a racial trait, "Vaccuum Hardened", which would relate to surviving exposure in space.
(Vaccuum breathers without this trait could be said to require something else to function effectively, such as radiation for lifesupport)

The racial trait would give ships built-in lifesupport, plus an emmissive armor ability.
That way, small arms "1000's of little holes" fire would have much less effect, while torpedoes, WMGs, and other "rip the ship apart" weapons would be only slightly diminished.
Ships larger than LC would still have to be designed with extra Lifesupport to meet the hull requirements, but losing their LS components would not harm the crew's ability to operate, and the ship would not lose movement. In effect, the lifesupport would be more luxury than nessesity.

Note that giving the hull multiple lifesupport abilities will not help: only one LS ability is effective per component (or hull embedding).

This would be a cool trait to add, the only difficulty is that it is not limited to vaccuum breathers.
Still, the value of the trait is the same for all races, despite being theoretically easier for vaccuum breathers to achieve...

mac5732
October 16th, 2001, 06:11 PM
SJ, tks for the info, I was hoping it wouldn't be a hard code problem and if anyone could solve it, it would be you or some of the other vet modders. I to think it would be a good new trait, make for a tougher opponet, I guess we'll just have to see if something like it is put in SE5.

tks again

just some ideas mac

Suicide Junkie
October 16th, 2001, 07:59 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I guess we'll just have to see if something like it is put in SE5<HR></BLOCKQUOTE>Hey, even if you're not going to use it, I am! Its a lot simpler to implement than Nomads http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Urendi Maleldil
October 16th, 2001, 09:32 PM
How about their ships just don't require life support.

Suicide Junkie
October 16th, 2001, 11:04 PM
The requirements merely indicate howmany are required for a legal design.

In actual use, ships with 1 or more functional lifesupports run at full capacity, and ships with zero functional lifesupports move at 1/4 speed.

Since you're modifying the hulls anyways, you could set the lifesupport requirement to zero or one, and it would be satisfied by the built-in hull ability.

My reason for leaving the requirements as-is, is that I consider the racial trait description as "Vaccuum Exposure Resistance", not "Lives in outer space".
Ie: crew members can survive being in a vaccuum for extended periods, but not indefinitely.
Thus, they can finish the battle using supplies stored inside their bodies, or in always-on environmental suits.
Additionally, the crew would have to have the ability to hibernate until the ship is repaired or another combat situation arises.
They can still fly home at full speed, since most of the crew is not required to run the engines.

In fact, I will increase the lifesupport requirements of all the hulls by one, so Escorts require two. The escort's requirement will be satisfied by the addition of one LS to the hull's LS, resulting in a normal escort which is not hampered by the loss of its LS component.

In order to make the racial trait more useful, I might do the same with crew quarters. Total trait cost, maybe 250 points.

mac5732
October 17th, 2001, 04:55 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> "the only difficulty is that it is not limited to vacuum breathers"

SJ, sounds like your rockin and rollin, any ideas on how it might be changed to only vacuum breathers, in order that not all would have it??

just some ideas mac[/B]<HR></BLOCKQUOTE>

Lord Kodos
October 24th, 2001, 11:14 PM
new new new!

Components:

Venom cannon:for bugs

bolter:for infantry and their is a ship Version

Lasguns:fer troops


Racial Traits:

Emotional puppeteers:not from ringwolrd thinmk foundation and the mule puppeteers they have a always happy populas and their crew quarters and bridges can stop a ship from firing for 1 turn and some specieal intel.

god emporer:youre populas views you as a god so they work harder and are happier.

Suicide Junkie
October 24th, 2001, 11:29 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>SJ, sounds like your rockin and rollin, any ideas on how it might be changed to only vacuum breathers, in order that not all would have it??<HR></BLOCKQUOTE>There is absolutely no precedent for something like this, so I have no idea.
The only way I can think of right now is to have somebody inspect all the races for compliance with the "only vaccuum breathers can have this" rule before the game starts.

Lord Kodos
October 25th, 2001, 12:58 AM
.... as i said before my mod requires honesty and is based on the trust system.i agree if you will play it Online it most definitly requires a referee as their are so many ways to exploit it.but if played properly it will definitly provide the most realistic se4 expereince out there!

Lord Kodos
October 25th, 2001, 01:15 AM
is their a way i can make a event witch causes a planet to rebal and form anew empire for no reason of course i wi;ll make one up like one man gets too much power,the mule etc etc

Suicide Junkie
October 25th, 2001, 02:58 AM
You could try copying stuff from the PPP/whatchamacallit intel op, (where the planet dosen't join the attacking empire), and see if that ability can be used in a random event.

It would be kinda funny if you could put that ability into a ship/component http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. The planet that built the ship immediately breaks away from your empire, and any other planets that the ship visits will also break away from their owners (friend or foe) http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
It would be like a MAD situation, except that nobody actually dies!

jimbob
October 25th, 2001, 11:10 PM
Kodos,

For your "Bugs" how about 'Neurotoxin bLastomeres' - could be a venomous missle that either:

1) destroys only living components (life support, crew quarters, boarding parties, defence parties. All biological components?).

OR

2) freezes any ship activities for a full round (master computer/computer core units not affected).

Jimbob

[This message has been edited by jimbob (edited 25 October 2001).]

[This message has been edited by jimbob (edited 25 October 2001).]

Lord Kodos
October 26th, 2001, 12:52 AM
i would love to unfortenetly its not possible,sj about what ya said im going to make that for the emotional puppeteers they will make a planet rebel in one turn!

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..

Suicide Junkie
October 26th, 2001, 02:14 AM
I don't even know whether you could put the intel op effect into a component or hull. Be sure to test first!

That was just a wild idea.

Lord Kodos
November 10th, 2001, 10:16 AM
Heyim back again with new ideas and questions can i give a ship hp different from its tonnage lika a component for the antimatter peeps cuz all their ships have 1 hp once their sheilds are gone.

System Types

Eye Of Terror:sucks a ship in instantly killing it cannot be destoryed,only avoided.

Suicide Junkie
November 10th, 2001, 06:00 PM
Well, you could make all their components have 1hp. Then, they'd have a total of about 50 Hp max. Two normal mount meson bLasters would do them in.

It would really suck to have any of your ships destroyed intantly by a normal mount nullspace shot though.