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  #11  
Old September 23rd, 2007, 02:00 PM
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Default Re: Captain Kwok\'s Space Empires Nova

I don't want to drop things as slow as PvK's Proportions mod, just to curb the expansion rate a bit. I'll be focusing on smaller things, like reduced population modifiers and supplementary facilities to boost production rates.
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  #12  
Old September 23rd, 2007, 02:09 PM
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Default Re: Captain Kwok\'s Space Empires Nova

Quote:
Spectarofdeath said:Edit: Just a quick question, any plan on using these dmg types, assuming they are workable (since BM doesn't seem to use any of them, that I have seen anyway). Timed Control Loss, Slow Down, Energy Transfer, and Shield Implosion
Those are used in the Balance Mod. Check the Components file to see which weapons use them. Some are ruins, others are racial weapons.
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  #13  
Old September 23rd, 2007, 02:36 PM

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Default Re: Captain Kwok\'s Space Empires Nova

Ahhh, so are actual weapons in combat able to use these effects then?
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  #14  
Old September 23rd, 2007, 03:04 PM
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Default Re: Captain Kwok\'s Space Empires Nova

Quote:
Spectarofdeath said:
Ahhh, so are actual weapons in combat able to use these effects then?
Yes. To answer your previous question specifically, the abilities you listed are used with these weapons:

Time Control Loss - Psychic Whiplash (Psychic)
Slow Down - Hyperdense Globule (Organic)
Energy Transfer - Crystalline Siphon (Crystalline)
Shield Implosion - Shield Imploder (Ruins)
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  #15  
Old October 2nd, 2007, 12:50 AM
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Default Re: Captain Kwok\'s Space Empires Nova

One thing I always thought would be neat, is some type of cross racial technologies.
For example, if you managed to get Phsychic and Organic Traits, after researching far enough, a new Tree could open up, with weapons and facilities that utilized both traits.

Another possible suggestion, making a tech tree that utlized more archaic components, beyond the basic armors and projectile/missle weapons.
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  #16  
Old October 2nd, 2007, 01:03 AM
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Default Re: Captain Kwok\'s Space Empires Nova

Like P&N and Devnull did for SE4? Or full-blown tech trees?
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  #17  
Old October 2nd, 2007, 12:10 PM

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Default Re: Captain Kwok\'s Space Empires Nova

I'd like to see a whole lot of different weapons. MAybe to get a sci-fi feel. For exemple, you would have Ion beams and laser beams witch would be nearly the same(maybe with some difference in term of range and damage) but with different colors. Now different races would have different weapon types. Have 10-20 different weapons types and maybe a way for the AI to randomly choose its weapon tech tree.
(No more green beam fest in large fleet battles)

You could also have different technologies that are nearly the same but cost different ammout of resources. For exemple, Neutron beams use Radioactives to be built, Ion beams use Minerals and Plasma use organics. They would all have the same damage stats but an empire could have different weapons depending of their economy.
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  #18  
Old February 1st, 2008, 11:07 PM
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Default Re: Captain Kwok\'s Space Empires Nova

Greetings!

I've added a preliminary list of components and weapons in the Nova mod. Check out it here in the previews section:
http://www.captainkwok.net/novamod.php

I'm actually inputting components in, so progress is finally being made. I've had a lot of the items planned out for some time, but Balance Mod business has absorbed most of the time I've had for Space Empiring in the last few months.
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  #19  
Old February 29th, 2008, 03:58 AM
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Default Re: Captain Kwok\'s Space Empires Nova

I've updated the Nova component and weapon lists:
http://www.captainkwok.net/novamod-components.php
http://www.captainkwok.net/novamod-weapons.php

I haven't added in all the weapons yet - still working on troop and fighter weapons along with warheads and a couple of other weapon groups. The components list is a bit more complete.
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  #20  
Old February 29th, 2008, 04:25 AM

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Default Re: Captain Kwok\'s Space Empires Nova

One specific suggestion...

Ditch the solar sail (to be plausible, the movement gain needs to be related to the strength and direction of solar wind in a system) and instead consider an "Engine Overdrive" component. This would work by increasing the capacity of existing engines so providing extra movement but at the cost of engine damage (alternatively, give them higher supply consumption to simulate the extra resources needed to keep engines working).

This would provide the option of greater speed but with the downside of needing regular repairs (and the possibility of being caught flat-footed during this time).

This would then create a need for Hardened Engine Systems (Hardened Ion Engine, etc) containing more structure allowing them to be overdriven longer.
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