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July 9th, 2002, 02:33 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Starting a new MOD ...
racial techs cant be analyzed, nor can anything that has them as a pre-requisite.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 9th, 2002, 04:05 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Starting a new MOD ...
Quote:
Originally posted by Puke:
racial techs cant be analyzed, nor can anything that has them as a pre-requisite.
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OH. Duh, I should've realised that ... well thanks for poking my deficient grey matter anyway! 8)
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 9th, 2002, 05:15 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Starting a new MOD ...
In my unreleased Foundations mod, I added a racial trait called something like "Industrial Construction" which was required for many of the standard components and facilities. This way, monsters, organics, or other very atypical types would not automatically have access to the standard tech items. It's a lot of work, though, unless you automate the process of adding such requirements to the existing components.
PvK
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July 9th, 2002, 05:38 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Starting a new MOD ...
Quote:
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racial techs cant be analyzed, nor can anything that has them as a pre-requisite.
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I declare the preceeding statement Not Completely True.
You cannot analyse a racial tech That You Did Not Buy With Racial Points.
If you do have Organic, then you can gain tech levels by analysing a ship equipped with Organic tech.
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July 9th, 2002, 05:17 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Starting a new MOD ...
"Anyway, this is still in the formative stages, but I've been reconsidering the way Racial technologies work. Frankly, I think an Organic-based technology wouldn't create the same engine types as, say, a crystalline-based technology. Some racial technologies should be considered "prime" types -- selecting one will change just about *everything*. Hulls, engines, you name it."
If you want some ideas you are welcome to take a look at my 'D-Mod'. The gold Version is available in the downloads section. I had organic engines that regenerated and crystalline engines that acted as solar collectors. Tonnes of different hull sizes (including the much loved Hermes Attack Destroyer). I never did get around to making crystalline/organic hulls but they are easy to modd. (just time consuming).
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Long Live the Legion!!-Comic book fandom...
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July 9th, 2002, 08:35 PM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Starting a new MOD ...
Quote:
Originally posted by Deathstalker:
If you want some ideas you are welcome to take a look at my 'D-Mod'. The gold Version is available in the downloads section. I had organic engines that regenerated and crystalline engines that acted as solar collectors. Tonnes of different hull sizes (including the much loved Hermes Attack Destroyer). I never did get around to making crystalline/organic hulls but they are easy to modd. (just time consuming).
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Actually, I have your mod (for v1.49) installed in my second SE4 directory (the one I'm using for trying out new mods; the other stays "pristine" -just- in case 8), and I -like- some of the ideas I saw in there the time I ran through it (the use of "weapon mount" enhancements to allow for miniaturised or hardened components, and so on).
I especially loved miniaturised organic armor, hehehe. Starbases with 60x (min)Organic Armor ... 1800hp per round regenerated; who needs shields with that? But I'm not sure the use of Gatling mounts, the damage level is positively puny ... plus with 200-ish of them a single ship takes forever to finish firing at it's target, lol.
I won't actually start coding the mod for a while yet; got to get room in the budget for buying SE4 Gold first (using a borrowed copy of 1.49 atm), so I can make sure it's compatible, etc, etc.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 10th, 2002, 08:28 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Starting a new MOD ...
who needs shields with that?
Can you say "Shard Cannon"?
But I'm not sure the use of Gatling mounts, the damage level is positively puny ... plus with 200-ish of them a single ship takes forever to finish firing at it's target, lol.
Compare damage per kiloton per firing rate ratios. The gatling mounts give more damage overall than normal weapons (pulsed is the best gatling mount, I think). They might even be better than Large Mount weapons; I forget exactly. And play strategic combat. You don't have to watch 200 beams fire from every ship.
[ July 10, 2002, 07:30: Message edited by: Imperator Fyron ]
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