.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 20th, 2001, 02:08 AM

LT411 LT411 is offline
Private
 
Join Date: Aug 2001
Posts: 18
Thanks: 0
Thanked 0 Times in 0 Posts
LT411 is on a distinguished road
Default Re: New tech mod plan

There are a lot of good ideas in there. The amount of work it will take to propogate a redesign like that through all the mod files is daunting.

Good Luck,
LT
Reply With Quote
  #2  
Old August 20th, 2001, 04:53 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: New tech mod plan

Hotfoot: I was going by memory on the sizes, I may need to fix that one way or the other (there will also be a one size lower stellar construction, FYI)

I'll take the effect on the fighters into account. I hadn't planned on the fighters (or bases, baseships, sats) being upgradable, but I guess I better..

The ship upragdes go like this.
Starting: Escort I
Research: Ship 1
Research: Escorts 1, get Corvete I
Reseatch: escorts 2, get Frigate I
research: escorts 3, get Destroyer I
Research: Escorts 4, get Corvete II
etc. for each class.

I plan on (eventually) adding 4 more racial traits: Energy Race (new tech tree), Totally Organic Race (new tech tree), miniturization, Swarm (new tree). Mini is self-explanitory, and I didn't think of it until you mentioned it Swarm, simply put, cuts your costs to 1/3. It will probably be a 3000 point trait..

Hopefully componets.txt and techareas.txt don't have upper file-size limits

LT411: the design will probably take the longest. I don't plan on making major changes to components, so components.txt will only be a change of tech areas for each component, and that can be copy-pasted easily. There's no upper limit to family names, so I'll just slap a 999 or something on the front to set these apart for the AI. Techareas.txt will be the big change, and will probably take a bit.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #3  
Old August 22nd, 2001, 02:23 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: New tech mod plan

More component ideas..

WP mounts that extend range a bit.
Base ""
"Planetary Fortification" mounts that make a WP much tougher, at the cost of adding to expense. Like mounts that double or tripple the hit points of all components, plus the normal effects, simultating using the planet itself as a shield.

Jammers- 10k missiles that do minimal damage. Designed to present PD with a large amount of targets to fire at.

Sprint missiles- missiles that reach their max range in just one or two turns.

Small weapons- I may let some of the smaller weapons fit on ships, to round out that Last 3 kt you can get stuck with with certain mounts.

Hardened Structure- non-armor armor

As you can probably tell, I'll be shamelessly borrowing from other mods. This extra stuff will be added Last though, I want to finish reorganizing the SE4 tree first.

I'll be starting work on this tonight.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #4  
Old August 22nd, 2001, 07:27 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: New tech mod plan

Well, you can forget about the "advanced colonization" tech areas. SE4 goes nutty when you try and make new colonization modules..

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #5  
Old August 22nd, 2001, 08:37 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: New tech mod plan

Update: the work on techareas.txt is pretty much finished, I think. Still needs to be balanced, and I'd love to find a way to get the advanced colonies working, but the framework is there.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #6  
Old August 23rd, 2001, 07:10 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: New tech mod plan

OK, just learned about what the AI does when it encounters mines.

What ELSE does the AI research automatticly?

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #7  
Old August 26th, 2001, 01:32 AM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: New tech mod plan

(Yes, I'm going to continue bumping this thread with updates)

OK, progress. Components.txt- almost finished, just need the decoys. Facilites.txt- finished. techareas.txt- finished. airesearch default.txt-finished.

I also modded the Happyness types a bit, made neutral into Xenophobic and added a seperate Neutral type. Also changed the defaultstratagies.txt to make a little more sense (ex: why the **** is the secondary stratagy for Maximum range.. POINT BLANK? )

I also found a little problem with the family numbers. See, every time I've added a new item, I just stick 999 on the end. But SE4 doesn't like it when that number goes over 65535; it barfs saying "unable to load components.txt" without giving a specific error. Very aggrivating to track down, that.

I should have a beta Version of this mod up later.

Phoenix-D
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:52 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.