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November 23rd, 2002, 01:19 AM
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Second Lieutenant
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Re: Exodus mod -- suggestions welcome
Quote:
Originally posted by Captain Kwok:
I like a lot of the concepts for the mod - but I dislike the number of "religious" traits. Can a species not be religious and still be war mongers?
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Well, of course.
Warmonger is a strategy,a chosen course of action.
However, a warmonger race which is also comprised of bloodthirsty religious ZEALOTS ... has a few advantages over the garden-variety warmonger.
Essentially, the Religious (war) trait means a race has an active religion centered around combat, warfare, and deities dedicated to the same. Take the combat benefits of the stock-SE4 Religious racial technology ... all the benefits that applied directly to combat will be here. It'll cost slightly less in Exodus than in stock SE4, because it won't get the full range of benefits stock Religious races get.
But it will have the equivalent of a War and/or Death shrine, and the talisman, and probably a few other benefits (religious-modified armor is an option, perhaps).
I split them because -- for ME -- I would nearly take Religious for the Nature shrine alone. In Exodus, I need only take Religious (Life) to gain that benefit. Why pay for religious components and facilities I won't use?
And folks would always be free to take ALL the religious traits if they want; there'll be multi-Religious crossovers, and possibly a few toys that only those with ALL the Religious traits will get.
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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November 23rd, 2002, 02:28 AM
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National Security Advisor
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Re: Exodus mod -- suggestions welcome
"It's the same mass for the same thrust, and the way SE4's repair systemworks, it'd be a disadvantage to use the distributed, multiple-nacelle approach in terms of actual, multiple components (since repair is per-component, not per-kT)."
The only difference- besides repair and number of mouse clicks- is damage. The little engines will loose bits more quickly, but obviously less of a drop than loosing one huge engine. Should be interesting seeing how you handle engine-killers regardless.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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November 23rd, 2002, 03:19 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Exodus mod -- suggestions welcome
Very Nice 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 23rd, 2002, 03:24 PM
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BANNED USER
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Join Date: Nov 2001
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Re: Exodus mod -- suggestions welcome
Really nice. Way over my head.
How can people help?
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November 23rd, 2002, 06:44 PM
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Major
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Re: Exodus mod -- suggestions welcome
Graet idea! It is a little of alot.
Seems I might have some time for a little Art work. When you need it let me know.
mlmbd 
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November 23rd, 2002, 09:26 PM
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National Security Advisor
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Re: Exodus mod -- suggestions welcome
Sounds spiffy, and shares many ideas with what I did in my unfinished Foundations mod. In particular, I split up most of the technologies in similar ways, with different types of religious tech, different engine specializations much like you describe, and "industrial construction" as a racial tech area, so organic and crystal empires had their own basic techs and not many of the "standard ones", unless they had both racial traits.
Anyway, they all seem like good ideas which I've worked on before. I only didn't complete it because it was an immense amount of work to re-do the whole tech tree (I was re-doing all the weapons, the shields, and making the changes in Proportions too).
PvK
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November 23rd, 2002, 11:49 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Exodus mod -- suggestions welcome
BTW, you can steal pretty much anything you want from my Xeo mod - well, actually, a lot of the stuff from there is borrowed from P&N and Proportions to begin with!
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