|
|
|
|
 |

August 15th, 2001, 05:11 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Pre-warp Techs
You can make warp points nearly invisible by using the smallest of the green warp point images. I've had games where I wouldn't have noticed a warp point was there if it hadn't had an outgoing line on the quadrant map.
A fair fraction of the asteroid images are nearly invisible, too, as well as a couple of the shipsets.
I forget what the Show Warp Lines toggle does in Empire Options; that may help, too.
------------------
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"
[This message has been edited by capnq (edited 15 August 2001).]
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

August 16th, 2001, 05:23 AM
|
|
Private
|
|
Join Date: Jun 2001
Location: Coventry UK
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pre-warp Techs
Here an idea, why not start a game with no warp at all, so idealy every one is non-warp races, later as you get more tech way not add ship which has the abilty to make warp points, I'm talking about in adding a new abilty to vehicles in vehicles.txt file i.e. :
Number of Abilities := 2
Ability 1 Type := Combat To Hit Defense Minus
Ability 1 Descr := Large size makes base 40% easier to hit in combat.
Ability 1 Val 1 := 40
Ability 1 Val 2 := 0
Ability 2 Type := Open Warp Point Distance
Ability 2 Descr := Opens a wrap to a anthor systemt.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
The only problem is the ship can carry on making warp it not like a warp opener comp. It's a shame that warp will always be open and will not close on it's own, any way just an idea.
|

August 16th, 2001, 11:13 AM
|
|
Corporal
|
|
Join Date: Feb 2001
Location: Vienna, Vienna, Austria
Posts: 170
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pre-warp Techs
Another method would be to set escort ship developement to construction lvl 2 (leaving level one empty) and let your prewarp empires develope construction level one in an very late stage of the game.
Klaus D
|

August 16th, 2001, 05:28 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pre-warp Techs
Hey, here's an idea:
Make the first few engine techs big Versions of the standard starting engine techs. For example, level 1 would be 6x as big as regular engines, so that only one will fit on an escort. Then level 2 would be 3x, and level 3 would be 2x. (You could also proportionately increase the supplies used.)
At the same time, make the warp points "only at the edges" of systems.
The net effect is that warp points are accessible, but really hard to make use of, until some engine research has been done. Neutrals could then be set up to delay this engine research, or never do it at all.
BTW, I noticed a comment that pre-warps and/or neutrals wouldn't have mines/sats/bases at warp points. Well, not necessarily. They might know that other races are out there, and they might be able to detect warp points (just not willing or able to exploit them). A xenophobic race might very well put mines and sats in every sector of its system! (And in a battle, they might go after minesweepers and PD ships preferentially.)
__________________
Give me a scenario editor, or give me death! Pretty please???
|
| 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
|
|
|
|
|