|
|
|
 |

December 22nd, 2003, 08:19 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: New SJ mod
Quote:
Originally posted by spoon:
A cool thing from the fantasy mod was to give each ship hull its own research branch. For example, in this mod, after you discover "Frigates" through regular Ship Construction research, you could open up a branch of research called "Frigate Improvements". Improvements could be along the lines of cheaper hulls, slighter bigger hulls, more engines allowed, higher defense/offense, hull specific mounts, etc etc...
Should fit well with your tech gridding you're already planning...
|
Except that hulls, like mounts, can't be obsoleted... darn, who wants to start an open-source project and steal - uh, incorporate - all the best ideas from SE4 and all our other favorite 4X (and 5X ) games? Nah, we'd constantly be arguing over whether to use warp point movement or free movement, or maybe a combination of both...
Still, I'd like to do it, if there's enough support... except then we might end up taking away all of Malfador's customers should we ever get anything playable... 
__________________
The Ed draws near! What dost thou deaux?
|

January 3rd, 2004, 09:59 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: New SJ mod
Value improvement plants:
Planetary Radiation Filter: +1% minerals, -2% rads per year.
Planetary Neutron Pump: -2% minerals, -1% organics, +2% rads per year.
Organics Seeding Project: -1% minerals, +1% organics, -1% rads per year
The cost=size 3 for ships and bases with constant maintenance is now in place.
Bases range in size from 1000 to 4000 kt.
More debugging going on...
Now the mounts are in, and the maintenance scales right. Mounts usable on weapons and non-weapons...
Almost time to hit the components, and then cleanup afterwards.
Preview at:
http://imagemodserver.mine.nu/Miscel...jmod_alpha.zip
[ January 04, 2004, 00:39: Message edited by: Suicide Junkie ]
__________________
Things you want:
|

January 4th, 2004, 05:41 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: New SJ mod
I didn't mean to imply that you were STEALING my ideas, merely that you independently came up with the same ideas as mine, but implemented them better. Just a bit of self-depricating humor for you...
by the way, I can't wait to play this game...
[ January 04, 2004, 15:44: Message edited by: dumbluck ]
|

January 4th, 2004, 06:07 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: New SJ mod
BTW, the unchoosable racial trait colony tech thing didn't pan out.
Instead, I've gone with 2500-point racial traits for "Rock/ice/gas natives"
You should have to make some fairly big sacrifices to take a second livable surface... I'm also certain that more balancing will be needed in that area.
Shields, I've decided, will have four variants;
- Phased vs Non-phased
- Fully Leaky vs Semi-leaky
The first is obvious, the second not so.
What I have at the moment is "Shields" -> "Semi-leaky" and "Deflector shields" -> "fully leaky"
The deflectors have shield and crystalline effect of 2-14 points depending on tech level, at 40kt each.
The shields have 20-100 shield points and 4-20 regen per turn, per 40kt.
Combat sensors and ECM are downgraded to 5-15% effects, but I'll probably add more levels and use "add-on" components to boost their power a little bit.
Racial combat bonuses have tighter limits, and the base to-hit is only 60% -3%/square.
There will be no weapon mounts like in regular SE4, so damage will remain manageable with respect to the deflector shielding physics.
There will, of course, be some weapons with large punch and long reload or large size.
Heavy hits tend to overload and pierce shields, while small hits will tend to feel the full effect of the deflector's absorption %.
Mixing up weapons is also a known way to weaken shields.
Alternating size and damage types can reduce the effectiveness of shielding. Only during repeated hits from the same weapon will a shield reach its theoretical potential.
__________________
Things you want:
|

January 4th, 2004, 06:32 PM
|
First Lieutenant
|
|
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New SJ mod
Quote:
Originally posted by Suicide Junkie:
Instead, I've gone with 2500-point racial traits for "Rock/ice/gas natives"
You should have to make some fairly big sacrifices to take a second livable surface... I'm also certain that more balancing will be needed in that area.
|
Does this mean you have to spend 2500 points for your first (required) one? Unless you hand out some free points (Advanced Traits can cost "negative" points) this up front cost might be somewhat limiting.
|

January 4th, 2004, 06:54 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: New SJ mod
At the moment, there is "Naturalists" at -3000 points for 60% of normal planet space.
Plus "Endemic Wastefulness" which doubles supply use at -2000 points.
__________________
Things you want:
|

January 4th, 2004, 07:15 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: New SJ mod
Those are in no way free points SJ. 2500 points required to even play is going to rule out 0 point games as an option, and make 2000 point games really tight... The point is to not be allowed to take the other colony tech traits at all. You have to research the other colony techs, not start off with them.
[ January 04, 2004, 17:16: Message edited by: Imperator Fyron ]
|
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
|
|
|
|
|