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				July 14th, 2002, 04:29 AM
			
			
			
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 Second Lieutenant |  | 
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				 Phoenix MOD ideas open for review 
 Had a few ideas for the mod I'm working on; I'm nowhere near to 
coding for these yet, but my offline ideas-file is growing 
steadily.  The current working name is "Phoenix MOD" but I'm open 
to suggestions (especially if the name is already taken             ).
 
What I'd like is, advice from folks about what they like or 
dislike, and why of course; pointers from experienced MODders about 
what looks like I couldn't  manage with a mod, and so on.
 
So, in no particular order:
 code:"Max" is the hull's maximum theoretical speed, calculated in the
 Ship hulls (basic information)
 |Name              |Short|Size|ECM|+S|E/Move|#E Max|Max|New? |
 --------------------------------------------------------------
 |Escort            | ES  | 100|+60|+2| 0.5  |  8   |18 |no   |
 |Frigate           | FF  | 200|+45|+0| 0.5  |  8   |16 |no   |
 |Destroyer         | DD  | 400|+30|+2|  1   |  8   |10 |no   |
 |Heavy Destroyer   | HD  | 600|+15|+0|  1   |  8   | 8 |(LC) |
 |Light Cruiser     | LC  | 800|+00|+1|  2   |  8   | 5 |(CC) |
 |Cruiser           | CC  |1000|-15|+0|  2   |  8   | 4 |(BC) |
 |Battlecruiser     | BC  |1250|-30|+1|  4   |  8   | 3 |(BB) |
 |Battleship        | BB  |1500|-45|+0|  4   |  8   | 2 |(DN) |
 |Dreadnaught       | DN  |2000|-60|+1|  8   |  8   | 2 |(bas)|
 --------------------------------------------------------------
 |Light Carrier     | LV  | 400|+30|+3|  1   |  6   | 9 |no   |
 |Carrier           | CV  | 800|+00|+2|  2   |  6   | 5 |no   |
 |Heavy Carrier     | HV  |1200|-30|+1|  3   |  6   | 3 |no   |
 --------------------------------------------------------------
 |Colony            | CO  | 300|+15|+0|  1   |  6   | 6 |no   |
 |Heavy Colony      | HO  | 600|-30|+0|  2   |  6   | 3 |yes  |
 --------------------------------------------------------------
 |Light Transport   | LT  | 200|+30|+0|  1   |  6   | 6 |no   |
 |Medium Transport  | MT  | 400|+00|+0|  2   |  6   | 3 |no   |
 |Heavy Transport   | HT  | 800|-45|+0|  3   |  6   | 2 |no   |
 --------------------------------------------------------------
 |Outpost           | OP  | 500|+00|+0| n/a  |  0   | 0 |yes  |
 |Station           | ST  |1000|-45|+0| n/a  |  0   | 0 |no   |
 |Battlestation     | BS  |2000|-75|+0| n/a  |  0   | 0 |no   |
 |Starbase          | SB  |3000|-90|+0| n/a  |  0   | 0 |no   |
 --------------------------------------------------------------
 |Mega Destroyer    | MD  | 750|+00|+0|  2   | 16   | 8 |yes  |
 |Mega Cruiser      | MC  |1500|-45|+0|  3   | 12   | 4 |yes  |
 |Super Dreadnaught | SD  |2500|-75|+0| 10   | 20   | 2 |yes  |
 |Super Carrier     | SV  |2000|-60|+0|  4   | 12   | 3 |yes  |
 |Mega Transport    | MT  |1500|-90|+0|  4   |  8   | 2 |yes  |
 |Super Colony      | SO  | 800|-45|+0|  3   |  9   | 3 |yes  |
 |Warbase           | WB  |4000|-95|+0| n/a  |  0   | 0 |yes  |
 --------------------------------------------------------------
 
 absence of any other bonus movement points from other sources
 (including from engines, i.e. the unmodded Quantum Engine gives +3,
 as does the Solar Sail; a Super Dreadnaught with 20 Quantum Engines
 and a Solar Sail III would thus have a net strategic speed of 8).
 
 Some ships can have more engines than they will theoretically
 have room for in a viable design; this still works, as there will
 be the option to install half-sized engines (actually, multiple
 ways to do that are being considered).
 
 ECM modifiers are intended to be scalar to size, currently in
 steps of +/- 15, but that could be reduced to steps of 10 (thus,
 cutting ECM modifiers by one-third of the above values).  The
 modifiers might also be for both attack AND defense, representing
 both relative agility AND "small target" effects.  The bonus would
 be scaled down to steps of 10 in this case, PERIOD.
 
 The Last bloc of hulls, all listed as new sizes/types/classes,
 are intended to be among the benefits of a new advanced
 characteristic, "Megascalar Construction" -- folks who specialise
 in building it big, bigger, BIGGEST.  As an example, such
 technology would seem to match the naval doctrine of the Empire in
 Star Wars (hmm, a Battle Moon as a Unique-enhanced Megascalar
 benefit might be a nice idea ... Death Star, anyone?).  The
 enhanced number of engines keeps them competitive with the basic
 hull types available to everyone else, though outrunning
 comparable-displacement non-megascalar vessels will require a LARGE
 investment of engine mass.
 
 Transports, unlike the stock Version, will NOT require you to
 fill half or more of their volume with cargo components; they're
 slower, and easier to hit, than comparable-sized military hulls ...
 but if, for deception's sake, you wish to make an armed "Auxiliary
 Warship" on a transport hull, akin to Star Fleet Battles' "Q-Ship"
 concept ... you can.
 
 Carriers will still need half of their space occupied by Fighter
 Launch Bays.
 
 Overall, I'll try and stretch out the process of getting each
 hull type, research-wise, to avoid a "run for the big ships"
 effect.
 
 Tech Area concepts:
 
 Organic Manipulation: pretty similar to the stock Version,
 with an expanded selection of armor and weaponry.  Ship and unit
 hulls will be inherently self-repairing / combat-regenerative.
 Plague-damage seekers (especially for use on planets) is a
 distinct possibility.
 
 Psychic: will likely expand the range of sensor-like effects
 available to them, a few engines  and shields for flavor, and
 hopefully better variety in weaponry effects (the TK beam
 might give a one-square push effect, for example ...).
 
 Temporal Technology: Main theme will be "fast, faster,
 fastest!" ... ship hulls will have (small) inherent movement
 bonusses above and beyond those listed for the basic hulls above.
 "Get there before you leave" in a sense.  Shields and engines
 expanded in variety, largely for flavor.
 
 Crystalline: enhanced range of armors (see below for
 preliminary ideas); weapons tweaked (shield-drainers that regen the
 firing ships shields, is one idea ...
  ).  Hulls will include inherent shield-regenerative properties; that special ability will
 only of use once shields are known and included, but ...
   
 Religious: big enhancement here.  Most armor types will be
 replaced (Glyph armor, Sigil armor, Runic armor, that sort of
 thing), lots more religious components than JUST the Talisman.
 Various shrines, most or all of those in the stock Version will
 remain, others might be added.
 
 Megascalar Construction: bigger ships.  Bigger fighters
 (Star Fleet Battles-esque "PF" or "Fast Patrol" ships too, think
 50kT or so fighters ...).  Bigger maintenance costs (lol, 'cause of
 the costs of the hulls).  Probably bigger space yards (but
 everyone's getting them anyway).  A Megascale Temporal Ship Yard
 should be ungodly fast at building things ... but let's hope you
 have the economy to PAY for all that building capacity, eh?
 
 Also, better Ringworld/Sphereworld capabilities.  Not sooner,
 but, smaller relevant parts, bigger options for the end product,
 and so on.  If it's big, no really big, no really REALLY big
 ... these guys are the ones to have building it.
   
 Advanced Carriers: better carriers (likely get the same
 Carrier hullas the Megascalar guys get), better fighters, better
 fighter PARTS, and so on.  Minor ability, more to support a chosen
 theme than truly make an empire unbeatable.
 
 Advanced Missiles: more and better missiles, a modifier
 similar to the Advanced Carriers above.  If I can manage it,
 shielded missiles ... ?
   
 Microscalar Construction: just a random thought, people who
 excel at cramming more into a small space than anyone else would
 think possible -- lots of miniaturisation options, lots of multi-
 effect "combination" or package-deal items (ECM and combat sensors
 in one package?  these guys can do it!).  Good for folks who
 envision a smaller race, perhaps of starfaring gerbils or the like
 (EEK! Space Hamsters!).
 
 Some component ideas I've been working on:
 
 
 code:More options; I picture the Organic armor series retaining the
 Organic Armors
 Organic Armor I
 mass 15kT
 hp   30kT
 special: regenerate 10hp/turn
 
 Organic Armor II
 mass 15kT
 hp   45kT
 special: regenerate 10hp/turn
 
 Organic Armor III
 mass 15kT
 hp   60kT
 special: regenerate 10hp/turn
 
 Light Chitin I
 mass 20kT
 hp   60kT
 special: regenerate 20hp/turn
 
 Light Chitin II
 mass 20kT
 hp   80kT
 special: regenerate 20hp/turn
 
 Light Chitin III
 mass 20kT
 hp   100kT
 special: regenerate 20hp/turn
 
 Heavy Chitin I
 mass 30kT
 hp   120kT
 special: regenerate 30hp/turn
 
 Heavy Chitin II
 mass 30kT
 hp   150kT
 special: regenerate 30hp/turn
 
 Heavy Chitin III
 mass 30kT
 hp   180kT
 special: regenerate 30hp/turn
 
 Chameleon Skin I
 mass 20kT
 hp   40kT
 special: cloaking level 1
 special: +5% ECM
 special: onlyone per ship effective for cloak/ECM
 
 Chameleon Skin II
 mass 20kT
 hp   60kT
 special: cloaking level 2
 special: +10% ECM
 special: only one per ship effective for cloak/ECM
 
 Chameleon Skin III
 mass 20kT
 hp   80kT
 special: cloaking level 3
 special: +15% ECM
 special: only one per ship effective for cloak/ECM
 
 current image, and if I can manage it, shifting to red or brown for
 the Light Chitin series, then to a grey or black for the Heavy
 Chitin series.  The Chameleon, I hope to be able to use a rainbow-
 hued organic armor image.
 
 
 code:Hopefully, I'm not alone in feelign that requiring an additional
 Crystalline Armors
 Crystal Armor I
 mass 15kT
 hp   20kT
 special: 2 damage from every hit, per armor component,
 are added to current Supplies total
 special: adds 50 supplies capacity
 
 Crystal Armor II
 mass 15kT
 hp   40kT
 special: 4 damage from every hit, per armor component,
 are added to current Supplies total
 special: adds 100 supplies capacity
 
 Crystal Armor III
 mass 15kT
 hp   60kT
 special: 6 damage from every hit, per armor component,
 are added to current Supplies total
 special: adds 150 supplies capacity
 
 Shard Armor I
 mass 20kT
 hp   40kT
 special: Adds 50 shield strength
 special: each hit regenerates shields by 10 points
 special: also requires Shields research
 
 Shard Armor II
 mass 20kT
 hp   60kT
 special: Adds 100 shield strength
 special: each hit regenerates shields by 20 points
 special: also requires Shields research
 
 Shard Armor III
 mass 20kT
 hp   80kT
 special: Adds 150 shield strength
 special: each hit regenerates shields by 30 points
 special: also requires Shields research
 
 Phased Shard Armor I
 mass 50kT
 hp   100kT
 special: Adds 100 phased shield strength
 special: each hit regenerates shields by 20 points
 special: also requires Phased Shields research
 
 Phased Shard Armor II
 mass 50kT
 hp   150kT
 special: Adds 200 phased shield strength
 special: each hit regenerates shields by 40 points
 special: also requires Shields research
 
 Phased Shard Armor III
 mass 50kT
 hp   200kT
 special: Adds 300 phased shield strength
 special: each hit regenerates shields by 60 points
 special: also requires Shields research
 
 research field offsets the comparatively-high per-kT hitpoint gain
 (counting shield points as well) for these armors.  The Resupply
 effect of the first should prove interesting; it might let
 Crystalline ships foray further into enemy territory early on in
 the game, since attacks on them would only re-energise their own
 weaponry ...
   
 
 code:...
 Space Yards, Ringworlds, and Sphere worlds
 Temporal Space Yard I, II, and III
 mass 400kT
 special: builds at 150% the rate for default Space Yards,
 extending the temporal=tech build rate advantage into
 space.
 
 Space Dock I, II, and III
 mass: 2,000kT
 special: builds at a rate analogous to planetary facilities
 of similar rating.
 
 Temporal Space Yard I, II, III
 mass: 2,000kT
 special: builds at rate of planetary Temporal Space Yards
 
 the Space Docks might be limited to Megascalar races, I'm not sure yet ...
 
 Megascalar Ringworld Core
 mass: 1,000kT
 special: builds Ringworlds.
 6,000kT each of cable and plate components will build a (100
 spaces) Ringworld - the default size for other races, who
 cannot build bigger Ringworlds.
 12,000kT each of cable and plate components build a (150
 spaces) Large Ringworld.
 18,000kT each of cable and plate components build a (200
 spaces) Mega Ringworld.
 
 Megascalar Sphereworld Core
 mass: 1,000kT
 special: builds Ringworlds.
 20,000kT each of cable and plate components will build a (200
 spaces) Sphereworld - the default size for other races, who
 cannot build bigger Sphereworlds.
 40,000kT each of cable and plate components build a (300
 spaces) Large Sphereworld.
 60,000kT each of cable and plate components build a (400
 spaces) Mega Sphereworld.
 
 
 That's all I have actual notes of (well, in presentable form
 anyway, heh) component-wise.  I would dearly love folk's thoughts
 on them; I'm going to have to figure out a way to get the Gold
 Version sooner than later, I'm itching to start actually
 doing this, testing out various component ideas ...
 
 OH. One more thing:  Again, if anyone has suggestions for a name
 for the mod ... so far I'm thinking Phoenix, mainly because I
 happen to like the sound of the word, and the image of the fiery
 bird itself.
   
 (EDIT: sorry, I've tried everything to get the line-lengths back under control ... can't figure out what's wrong ...
  if this Last try doesn't work I don't know what ele to attempt) 
 (EDIT again: one Last try, lots of extra carriage-returns inserted ... *sigh* ...)
 
 (EDIT yet again: EUREKA! Found the problems and fixed 'em ...)
 
 [ July 14, 2002, 04:13: Message edited by: Pax ]
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-- GMPax
 
Download the Small Ships mod , v0.1b Beta 2.
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				July 14th, 2002, 05:10 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Phoenix MOD ideas open for review 
 Looks good so far.     
One thing though, Engines per Move must be a whole number. The game will choke on the decimal.
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				July 14th, 2002, 05:15 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Phoenix MOD ideas open for review 
 
	Hmm, thanks for that.  I'll revise the table accordingly -- but not here, not tonight.  Enough editting of the post already ....Quote: 
	
		| Originally posted by Nodachi: Looks good so far.
   
 One thing though, Engines per Move must be a whole number. The game will choke on the decimal.
 |   at least I've gotten the post into a readable format at Last, lol.
				__________________ 
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-- GMPax
 
Download the Small Ships mod , v0.1b Beta 2.
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				July 14th, 2002, 05:40 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Phoenix MOD ideas open for review 
 I like cross-over racial techs (possible example: temporal + psychic = insane attack and defense bonuses).  I also like the economics model of the Proportions mod.
 Is it possible to include the spaceyard ability as a hull attribute?  If so then you could have special construction ships...
 
				__________________Assume you have a 1kg squirrel
 E=mc^2
 E=1kg(3x10^8m/s)^2=9x10^16J
 which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
 Fear the squirrel.
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				July 14th, 2002, 06:02 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Phoenix MOD ideas open for review 
 Looks like you have lots of interesting ideas and components.
 One thing that I personally dislike is the gross difference in ship sizes.  I think one problem that the game has is that smaller ships quickly lose their relevance in the standard game - although your small ships will be faster - the additional firepower of the big ships will more than nullify that advantage.  Perhaps adjusting the sizes and mounts to make all ships have similiar power/kT will be more beneficial?
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				July 14th, 2002, 06:24 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Phoenix MOD ideas open for review 
 
	Well, I've been considering (as mentioned somewhere in the mess I called a post, lol) having the ECM modifier count both for attack AND defense.  Thus, ships of the same class would be at +/- 0 to each otehr, barring components installed.Quote: 
	
		| Originally posted by Captain Kwok: Looks like you have lots of interesting ideas and components.
 
 One thing that I personally dislike is the gross difference in ship sizes.  I think one problem that the game has is that smaller ships quickly lose their relevance in the standard game - although your small ships will be faster - the additional firepower of the big ships will more than nullify that advantage.  Perhaps adjusting the sizes and mounts to make all ships have similiar power/kT will be more beneficial?
 |  
 However, picture two heavy destroyers against a battleship.  Tonnage-wise, the BB has the advantage (50% mroe space, less redundancy in control and supply components).  However, the BB has a -45 ECM adjust, and the HD's have a +15 each.  So the HD's fire at a net of +60, while the BB fires at a net of -60.  Result: the HD's are harder to hit and more accurate ... but lack the outright -punch- when they DO connect.
 
 I hope that, overall, that will result in the hulls being reasonably useful even three or four steps different in size (IOW, it might not take more than say Light Cruisers to match Dreadnaughts, if you roughly match tonnage for tonnage).
 
 And in fact, done right (not in strategic, sadly, which rules out PBW games ...), the very vast difference in speeds might allow smaller ships to harry a larger one, without accepting return fire in any significant volumes.
 
 Hmm, that could actually be a FLAW.  heh.
 
 Spoo: once I get the basics of Phoenix done, I might indeed look at a combination Phoenix-Porportions setup ... but that's somethign for the far distant future.
 
 Most of my mod will be tech tree and components/hulls; the economics, aside from specific facilities resulting from the tech tree changes, will remain unchanged in Phoenix.
 
 AFAIK however ... yes, it woudl be possible to buld the Space Yard ability into a hull; an intrigueing idea, that ...
 
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-- GMPax
 
Download the Small Ships mod , v0.1b Beta 2.
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				July 16th, 2002, 04:56 AM
			
			
			
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				 Re: Phoenix MOD ideas open for review 
 First of all, it looks good! I'm definitely interested in seeing the finished product. Now for the specific comments.     
RE: Small ship sizes being useless--If you use massive  swarms of small ships, you can easily destroy even dreadnaughts. I've used DS with ECM 3 and stealth armor 3--total of +95% defense modifier--in fleets of 20~30 with success. Of course, you will lose ships each battle, and will need to be replaced quickly. Supply may be a problem, too.
 
RE: Damage to supplies--Would be a neat idea, and I think it's been bounced around before, but I don't think it's possible w/o a hardcode change.
 
RE: Organic unit damage/shield regen--Game currently doesn't track partial unit damage, so it doesn't regen partial damage either. Auto-regen ship hulls sound cool, though.
 
RE: New racial traits--I think Megascalar/Microscalar sound great; maybe a nice combo! I love packing out ships with as many gizmos and gadgets as possible, especially extra big ships.
 
RE: More constructed-world sizes--Mostly eye-candy/fluff, but nice eye-candy and fluff. I also love building worlds.
 
RE: Space Yard hulls--I think this would be great--especially if adding a SY component causes the build rates to stack like it does with facilities.
 
Overall, can't wait to see it!
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				July 17th, 2002, 01:45 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Phoenix MOD ideas open for review 
 I particularily like the different organic armors... "chamelion" instead of the inorganic "stealth" armor is a nice touch.
 I think from other discussions that crystaline is the least favorite racial trait.  The extra supplies thing is good, but perhaps beef it up a little more.  I've often thought that dilithium crystals would be a helpful item, yet I've not seen them in any mods to date!  Maybe +2 or 3 normal movement for a 5kT component (max one per ship)? Or perhaps +1 or 2 combat movement for capital ships (max one per ship - not that it matters cause 'afterburner' components aren't stackable anyway)?
 
 Like most mods, I'd love to try it... Ideas sound good!
 
				__________________Jimbob
 
 The best way to have a good idea is to have lots of ideas.
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				July 17th, 2002, 01:57 AM
			
			
			
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 National Security Advisor |  | 
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				 Re: Phoenix MOD ideas open for review 
 Phoenix mod sounds ok, but you may find people think it is a mod by Phoenix-D and end up asking him questions about it instead of you.     
What about Pax Mod? Nah, that's not it, but maybe something with Pax in the name.
 
Pax Modicus 
Paxis Mod 
Pax Galactica 
Pax Man Mod       
Geoschmo
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