|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 09:31 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Jan 2001 Location: Ohio 
						Posts: 8,450
					 Thanks: 0 
		
			
				Thanked 5 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields?  
				__________________I used to be somebody but now I am somebody else
 Who I'll be tomorrow is anybody's guess
 |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 01:32 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Dec 2000 Location: USA 
						Posts: 15,630
					 Thanks: 0 
		
			
				Thanked 31 Times in 19 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 I had a simular idea, but it was to much work to do at the time.  I really should work on my old mod (Formerly called the Conquest Mod). 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
 |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 03:43 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 
	Quote: 
	
		| geoschmo said: I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields?
   
 |  Add some crystalline armor ability to the mix and you get very leaky shields.   |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 04:13 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 "Consistently Leaky" you might say  
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 04:43 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Dec 2000 Location: USA 
						Posts: 15,630
					 Thanks: 0 
		
			
				Thanked 31 Times in 19 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept.  I can see the need, and desire to have such shields, but to get them to work properly is a real PITA. 
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
 |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 08:36 PM
			
			
			
		 |  
	| 
		
			|  | 
 First Lieutenant |  | 
					Join Date: Mar 2002 Location: North Carolina 
						Posts: 720
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 Another (very)small update.From change log 
	Quote: 
	
		| Beta .102 
 doubled planetary cargo space
 added tech requirement to weapon mounts
 added Psychic Warheads for mines
 corrected error in WP mounts
 
 |  I've started working on the AI and I'm ready to pull my hair out! AI modding has got to be the weakest part of modding this game. I sure hope SEV uses scripts for the AI!
   
				__________________This is the 21st century, right? Then where the hell is my flying car?
 |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 09:14 PM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Apr 2001 Location: Cincinnati, Ohio, USA 
						Posts: 4,547
					 Thanks: 1 
		
			
				Thanked 7 Times in 5 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 Psychic warheads?  
				__________________The Ed draws near! What dost thou deaux?
 |  
	
		
	
	
	| 
			
			 
			
				January 7th, 2005, 10:19 PM
			
			
			
		 |  
	| 
		
			|  | 
 First Lieutenant |  | 
					Join Date: Mar 2002 Location: North Carolina 
						Posts: 720
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 Only damages crew.  
				__________________This is the 21st century, right? Then where the hell is my flying car?
 |  
	
		
	
	
	| 
			
			 
			
				January 8th, 2005, 02:12 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: A new mod: Epic Empires 
 
	Quote: 
	
		| Atrocities said: You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept.  I can see the need, and desire to have such shields, but to get them to work properly is a real PITA.
 
 |  No, getting them to work is extremely simple... Reduce shield generation to low levels, add crystalline armor ability with similar values, and away you go. Finding an optimal balance of values is a tad more complex, but not by much. Certainly no more of a "PITA" than any other modding effort. |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		
		 Hybrid Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |