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April 5th, 2006, 11:53 PM
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Shrapnel Fanatic
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Re: Coreworlds and Outposts Mod
I gotta warn you, from the mod description you'll be competing with the proportions mod...
http://www.spaceempires.net/home/viewlink-40.html
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April 6th, 2006, 12:58 AM
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Re: Coreworlds and Outposts Mod
I prefer to think that the different mods do not "compete" with each other. Proportions is a well-polished and great mod and I would hope that because I chose a similar (but not same) idea for part of my mod no one thinks I am knocking it, that is not my intent at all.
I think you could take 10 modders and give them all the same task or problem and you would get 10 different approaches toward resolving that task or problem. Different is not better or worse (generally speaking), just different.  And if nothing else, maybe someone will look at my mod and it will give them an idea for one of their own! 
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April 6th, 2006, 01:33 AM
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Lieutenant Colonel
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Re: Coreworlds and Outposts Mod
Sounds interesting. Not sure what the significance of mines being on drone hulls (other than no auto-kaboom, and no minesweep component) and sats on fighter hulls is, but then, I'm not a modder. But I tend to like mods where colonies take hundreds or thousands of turns and an insane amount of resources to turn them into a homeworld-type world, so sounds good
And you're a Bleach fan  I started watching it over spring break, caught up all the way to 71 in four days... it can be addictive.
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April 6th, 2006, 01:48 AM
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Shrapnel Fanatic
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Re: Coreworlds and Outposts Mod
Drone mines are a great idea.
Even better than just removing minesweepers 
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April 6th, 2006, 03:02 AM
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Re: Coreworlds and Outposts Mod
Quote:
shinigami said:
I prefer to think that the different mods do not "compete" with each other. Proportions is a well-polished and great mod and I would hope that because I chose a similar (but not same) idea for part of my mod no one thinks I am knocking it, that is not my intent at all.
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That wasn't my meaning, either.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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April 8th, 2006, 04:09 PM
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Lieutenant General
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Re: Coreworlds and Outposts Mod
so how does a drone mine work? no strategic movement, combat movement only, no drone supply use, ramming warhead?
Reminds me a little bit of the mines in Pax Imperia II.
This way, you really would use Point Defense as a mine sweeper. Devnull Mod has done that for a long time, but only by using regular mines and giving PD the "mine sweep" ability.
This sounds really cool. I assume its the same idea for sats? fighters with combat movement, but no strategic movement?
How about the homeworlds that are not duplicateable, but dry up in a hundred years? Special Homeworld facilities that produce huge resources, but also reduce planetary value, so they will dry up? You know that planetary value reduction stacks, so if you fill the planet with these facilities, it will be losing like 10 or 20% of its resource value every year?
you could work around that by puting the value reduction on the spaceport, or something - and disallowing "natural merchants" but then someone could halt the homeworld value reduction by scrapping their spaceport and building a new one on another planet in the system.
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April 8th, 2006, 04:11 PM
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Shrapnel Fanatic
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Re: Coreworlds and Outposts Mod
10-20% per year isn't that bad.
it would still take 100-200 turns before your homeworld dies, which is more than enough time to establish a huge empire.
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April 8th, 2006, 06:34 PM
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Re: Coreworlds and Outposts Mod
Wow, where to start?
I went with drone mines because I just plain do not care for the way the stock game handles mines.  You have it right, no strategic movement, combat movement only, and no drone supply usage per turn. When first researched mines are just warheads with thrusters but as you research higher levels you are able to put weapons and other combat equipment on them. I like the strategic options this gives a player.
Sats are done the same way but on fighter hulls so they still stack, although I am thinking of changing this.
What I did for the homeworld facilities is create three different "city" facilities. The first one produces and builds with minerals, the second one produces and builds with organics, and the third one produces and builds with radioactives. Add to those resupply, spaceport, research, storage, and maintenace reduction abilities and the game fills a homeworld with these cities in almost the same ratio as it would with stock facities (it gives an extra rad facity for some reason.) I put the three value reduction abilities on the organic facility, 2% for each of the trhee resources. This way if a player decides to scrap the organic facility in order to get rid of the value reduction he can not build anything that requires organics. Every hull in the game has been changed to require some organics.
Here is the entries from Facility.txt:
Code:
Name := HW Infrastructure (m)
Description := .
Facility Group := Infrastructure
Facility Family := 55
Roman Numeral := 0
Restrictions := None
Pic Num := 178
Cost Minerals := 5000000
Cost Organics := 1000000
Cost Radioactives := 2500000
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 10
Ability 1 Type := Spaceport
Ability 1 Descr := Acts as a spaceport for this system.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Reduced Maintenance Cost - System
Ability 2 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%.
Ability 2 Val 1 := -10
Ability 2 Val 2 := 0
Ability 3 Type := Point Generation - Intelligence
Ability 3 Descr := 100 Intelligence points are produced by heavy trade activity.
Ability 3 Val 1 := 100
Ability 3 Val 2 := 0
Ability 4 Type := Resource Generation - Minerals
Ability 4 Descr := Generates 500 minerals each turn.
Ability 4 Val 1 := 500
Ability 4 Val 2 := 0
Ability 5 Type := Point Generation - Research
Ability 5 Descr := Generates 400 Research points each turn.
Ability 5 Val 1 := 400
Ability 5 Val 2 := 0
Ability 6 Type := Space Yard
Ability 6 Descr := Can construct with 200 minerals each turn.
Ability 6 Val 1 := 1
Ability 6 Val 2 := 150
Ability 7 Type := Supply Generation
Ability 7 Descr := Functions as a resupply depot.
Ability 7 Val 1 := 0
Ability 7 Val 2 := 0
Ability 8 Type := Resource Storage - Mineral
Ability 8 Descr := Can store 2000 minerals for an empire.
Ability 8 Val 1 := 2000
Ability 8 Val 2 := 0
Ability 9 Type := Resource Storage - Organics
Ability 9 Descr := Can store 2000 organics for an empire.
Ability 9 Val 1 := 2000
Ability 9 Val 2 := 0
Ability 10 Type := Resource Storage - Radioactives
Ability 10 Descr := Can store 2000 radioactives for an empire.
Ability 10 Val 1 := 2000
Ability 10 Val 2 := 0
Name := HW Infrastructure (o)
Description := .
Facility Group := Infrastructure
Facility Family := 56
Roman Numeral := 0
Restrictions := None
Pic Num := 178
Cost Minerals := 5000000
Cost Organics := 1000000
Cost Radioactives := 2500000
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 7
Ability 1 Type := Reduced Maintenance Cost - System
Ability 1 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%.
Ability 1 Val 1 := -10
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Organics
Ability 2 Descr := Generates 1500 organics each turn.
Ability 2 Val 1 := 1500
Ability 2 Val 2 := 0
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 1500 organicss each turn.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 1500
Ability 4 Type := Planet - Change Minerals Value
Ability 4 Descr := Mineral value of the planet drops by 2% each year.
Ability 4 Val 1 := -2
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Change Organics Value
Ability 5 Descr := Organic value of the planet drops by 2% each year.
Ability 5 Val 1 := -2
Ability 5 Val 2 := 0
Ability 6 Type := Planet - Change Radioactives Value
Ability 6 Descr := Radioactive value of the planet drops by 2% each year.
Ability 6 Val 1 := -2
Ability 6 Val 2 := 0
Ability 7 Type := Component Repair
Ability 7 Descr := Can repair 1 component each turn.
Ability 7 Val 1 := 1
Ability 7 Val 2 := 0
Name := HW Infrastructure (r)
Description := .
Facility Group := Infrastructure
Facility Family := 56
Roman Numeral := 0
Restrictions := None
Pic Num := 178
Cost Minerals := 5000000
Cost Organics := 1000000
Cost Radioactives := 2500000
Number of Tech Req := 1
Tech Area Req 1 := Cargo
Tech Level Req 1 := 1
Number of Abilities := 4
Ability 1 Type := Reduced Maintenance Cost - System
Ability 1 Descr := A well-stocked and maintained Space Port reduces maintenance costs for all ships in the system by 10%.
Ability 1 Val 1 := -10
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Radioactives
Ability 2 Descr := Generates 1500 radioactives each turn.
Ability 2 Val 1 := 1500
Ability 2 Val 2 := 0
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 1750 radioactives each turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 1750
Ability 4 Type := Component Repair
Ability 4 Descr := Can repair 1 component each turn.
Ability 4 Val 1 := 1
Ability 4 Val 2 := 0
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