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  #1  
Old July 29th, 2003, 05:05 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

So here's my first shot.

New techs:1059489950.txt

New facilities:1059489990.txt

New components:1059489990.txt

These are just to flesh out concepts. Numbers, cost, etc. are all extremely rough. This is my first attempt at any kind of mod, so I'm sure these are unbalanced.

Overview:

1)Added 2 new techs under Psychology-Applied Poli Sci, Political Indoctrination, and Experimental Psychology.

2)Level 2 Psychology gives access to Advanced Psychological Analysis, Advanced Political Indoctrination, and Advanced Experimental Psych.

3)Applied Poli Sci (1-3)gives:
* Urban Pacification Center(unchanged)
* Propaganda Center(fac)= +2/+4/+6% to min, rad, org, intel, and research points (government rallying the workers)
* Secret Police HQ (fac)= +to intel, -to all other production (secret police root out spies but have bad effect on morale/economy)

4)Political Indoctrination (1-3) gives:
*Commissar(comp)-bonus to combat, self destruct (forcibly improves morale, will not allow surrender)
*Fanatical Crew (comp)=crew quarter provides extra boarding defense, more hit points, and combat bonuses

5)Experimental Psychology(1-3) gives:
*Psychotropic Drugs (comp)=bonus to offense, penalty to defense

6)Advanced Psych Analysis (1-3)gives:
*Xeno Profiling Center(fac)=system wide bonuses to combat

7)Advanced Political Indoctrination(1-3)gives:
*Banzai pods(comp)=hard to kill kamikaze fighters
*Suicide Assault (comp)=troopers jump onto enemy hull,(high damage, range 1, skip shields, massive supply use, reload 30)

8)Advanced Experimental Psych (1-3)gives:
*mind blank crew (comp) combines crew quarter/bridge/life support and MC with self destruct-hopefully will create a crew immune to subVersion,immune to virus, and will blow themselves up instead of capture. Also gives combat bonuses.

All balance, naming, modding, or new idea suggestions are appreciated.

Thanks
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  #2  
Old July 29th, 2003, 05:10 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

Do combat bonus components work for troops? Can I make a stimpack for troops that work like Psychotropic Drugs?

Urban Planning, eh? I'll be returning to school in fall to get my masters in Urban Planning. I doubt we'll cover galactic expansion planning, though...sigh...

What kind of flavorful facilities could Urban Planning provide? I don't want just more compact buildings. Proportions (which I play, and am using as my baseline) has plenty of those. Can I make a facility that allows more population on a planet than normal?
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  #3  
Old July 29th, 2003, 05:14 PM

Loser Loser is offline
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
Do combat bonus components work for troops?
I believe they do, and it will work for the whole stack. Since it will work on the whole stack, you might just want to make it a Field Pharmaceutical Facility, and make it take up twenty kilotons.
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Old July 29th, 2003, 06:38 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

I worked up a Combat Apothecary unit. This makes me want to expand the Biology tech to include super-soldier genetic engineering type stuff. Has anyone done this before? Is there much point in diversifying the options available to ground units?

The Combat Apothecary goes from 1-3, scaling by cost, size, and bonuses.

Name := Combat Apothecary III
Description := Field unit dispenses stimpacks and psychotropic drugs to combat troops.
Pic Num := 271
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 40
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Troop
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 7100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Troops
Tech Level Req 1 := 3
Tech Area Req 2 := Experimental Psychology
Tech Level Req 2 := 3
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Frenzy gives a 20% attack bonus to stack.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Minus
Ability 3 Descr := Recklessness causes a -20% defense penalty to stack.
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Weapon Type := None
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Old July 29th, 2003, 06:45 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

What could be modded for ground units?

1)combat bonuses, which affect the stack(super soldiers, berzerkers)
2)hit points, possibly making small size-high hit point comps
3)Heavy weapons/Anti-armor teams-high damage very low reload
4)Any way of creating kamikaze units? Troops can't ram, correct?

range, boarding, subVersion, speed,cloaking, etc. have no effect on ground combat, correct?
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Old July 29th, 2003, 06:48 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

Possible way to protect troops from ship based weapons, thereby forcing the enemy to land troops and engage on the ground?

[ July 29, 2003, 17:49: Message edited by: KnidVermicious ]
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  #7  
Old July 29th, 2003, 06:54 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Psychology mods? Increasing the role of troops?

3)Heavy weapons/Anti-armor teams-high damage very low reload
Reload time is ignored for troops.

Planetary shields could do the job; Landing troops will bypass the planetary shields.
You could also remove planets from the target list of ship-based weapons.
On a planetary scale, Meson bLasters will do no damage, for instance... APBs will not penetrate an atmosphere... Only CSMs with nuclear warheads or a long-term ground troop presence will have a significant effect.

[ July 29, 2003, 18:00: Message edited by: Suicide Junkie ]
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