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  #1  
Old August 31st, 2001, 07:54 PM
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Default PCMod under construction. Permissions needed.

Puke's Compilation Mod is currently under construction. While a compilation sounds innocent enough, many things are being reworked. here are the basic features:

This mod will be designed for multiplayer use. It will not contain any edited AI, and will not be made to be compatable with any existing AI.

DevnullMod is being used as a foundation for this mod, however many technologies are being reworked and edited. Some of this is for what I think is ballance, other bits are being tweaked so that higher tech levels will supplement instead of replace other tech levels.

Pieces are being dragged in from P&N, Techmod, and Ultimate.

Advanced racial traits are being added

Specialty spaceyards are being added to deal with races that are extrememly heavy on one type of resource. advanced techs are being tweaked so that some races can subsist almost entirely from organics or rads.

Theme based racial traits as discussed in other threads on this board are being added.

Negative racial traits are being added.

The events mod will probably be ripped off in its entirety, other events may make their way in if i get a wild hair to do it.

Geo's wonderful AI killing multiplayer hack will be added in.

This thread will be updated as new things come up, or as i figure out that some things are not feasable.

I will be including the full readme files from every mod that I am stealing from. If you are the creator of any of these mods mentioned above, your permission for the use of your work would be nice. otherwise, please post any problems, issues, or refusals for use of any specific piece of work, and it will not be used.

Thanks

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

edit: "here is are the basic features?" my grammar school teachers would kick my *** for that one. oh well. im sure there are plenty more oopses that i didnt catch.

[This message has been edited by Puke (edited 31 August 2001).]
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  #2  
Old August 31st, 2001, 08:09 PM

Phoenix-D Phoenix-D is offline
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Default Re: PCMod under construction. Permissions needed.

"Pieces are being dragged in from P&N, Techmod, and Ultimate."

Now THAT'S irony. I'm dragging in bits (sorta) from other places, and you're dragging in bits of mine

In any case, sure, but wait til I'm done. I'm working on beta 3 right now, and I just added a whole crapload of components, changed the pictures, etc. It should be up sometime today. Plus none of the balancing is done yet, since no one is joining my game..

EDIT: And heck, if you need any help with it, let me know. After a certain point, I can't do anything with mine anyway (need playtesting).

Phoenix-D

[This message has been edited by Phoenix-D (edited 31 August 2001).]
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  #3  
Old September 2nd, 2001, 08:15 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: PCMod under construction. Permissions needed.

Most of the mods around here have taken from other mods.

I know that Devnull has a bunch of tweaked P&N components, and I've got some ideas from Devnull, who I'm sure got them from other places too.

I don't mind if you use ideas from my mod, all I ask is that you use component names in the spirit that they were intended.

ie. don't make "Plasma Projection armor" the crappiest armor in the game, or make "Ablative Armor" come in 100KT chunks.
Just make up a new name for it instead.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder)
-<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
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-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
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  #4  
Old September 2nd, 2001, 04:55 PM

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Default Re: PCMod under construction. Permissions needed.

null

[ January 26, 2003, 23:18: Message edited by: HTSA ]
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  #5  
Old September 3rd, 2001, 12:24 AM

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Default Re: PCMod under construction. Permissions needed.

"the ultimate mod is barely 10% complete."

Wendell says "Eek!" and hides behind his computer. (Sounds impressive!)



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  #6  
Old September 3rd, 2001, 12:42 AM

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Default Re: PCMod under construction. Permissions needed.

null

[ January 26, 2003, 23:18: Message edited by: HTSA ]
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  #7  
Old September 3rd, 2001, 05:28 PM
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Default Re: PCMod under construction. Permissions needed.

I have no problem with you using the events mod.
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  #8  
Old September 4th, 2001, 06:22 AM
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Default Re: PCMod under construction. Permissions needed.

thanks to all who have given the thumbs up to use their work. i am currently ripping stuff off, post haste.

I currently have advanced tech trees made for all the racial techs, and crossovers technologies established between all of the different combinations of racial technologies. since the techs do not quite ballance out, i have tailored the cost of the advanced racial traits.

racial disadvantages are working, and since dependancies/conflicts do not work because of hard code problems, there are not any negative traits that cost more that their positive counterpart (which matches the standard trait model, and i think ballances well.)

I have tweaked some of the technologies you will be familliar with from the mods, but they remain the same in principal so it should not be a very big streach. There are all the ship classes from the glorious DevnullMod, and the awesome physics based movement (or a slightly tweaked Version thereof) from P&N. two new engine types (there were pictures for them, so it would have been an injustice not to use them) to round it out.

a couple new hull types, a compromise between P&N and DevNull armor, and a very tweaked Version of organic ship construction.

I had to avoid a personal prejudice and keep nausia technology out of the mod.

I did hide one supprise in there, but 99% of the mod will show up in the readme. most of the tweaking that has to be done deals with the theme based 'spaceborne' and 'planetbound' racial traits discussed in a couple of the theme based threads floating about here.

questions, comments, suggestions, or prohibitions are welcome.

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

edit: "...and crossovers technologies" ****, i even type with a lisp when im drunk.

[This message has been edited by Puke (edited 04 September 2001).]

[This message has been edited by Puke (edited 04 September 2001).]
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  #9  
Old September 5th, 2001, 01:38 AM

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Default Re: PCMod under construction. Permissions needed.

The Ultimate MOD is only 10% Complete!?!?!? Man it uses enough of my memory as it is! and that will be one BIG download. GOOD!!!!

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  #10  
Old September 13th, 2001, 09:58 AM
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Default Re: PCMod under construction. Permissions needed.

here is a feature list so far. stats on individual components are still being ballanced.


psychic 1500
adv psychic 1000
-telekenitic shields
-psychic intel facility and nexus(system facil)
-collective thought nexus (system research facil)

religious 1500
adv religious 800
-portable death talisman, i hope
-blight bombs
-missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers)

temporal 1500
adv temporal 1500
-temporal spaceyards (spaceborne)
-temporal engines
-portable events predictor
-stasis armor

crystal 1500
adv crystal 800
-new crystal weapons
-crystal stealth armor

organic 1500
adv organic 1500
-new organic weapons
-organic ships and components
-organic growing yards

planet bound:
no advanced spaceflight (requirement for larger hull sizes, some engine classes)
no space shipyards

spaceborne:
no colonization
advanced spaceflight
space shipyards

(note that planet bound & spaceborne will be 0 points, and should both be taken for a normal player)

PR:
-crossover crew converting seeker, broadcast prerecorded religious visions.

PT:
-baddass crossover singularity weapon

PC:
-crystal thought transmitter, healing crystals transmit good thoughts thru a system

PO:
-psychic anti-boarding armor
-telekenitic armor (provides TK shields)

RT:
-spiritual crew quarters

RC:
-crystal fertility shrine: religious hippies get worked up about this crystal shrine, and breed like crazy. happy bonus too

RO:
-zealot drop pod

TC:
-time accelerated stelar harnass, crystal stellar resource gathering into a pocket of accelerated time to increase collection volumes

TO:
-time lapse growth facilitator (organic resource booster)

CO:
-organic crystal armor
-crossover weapon

advanced everything:
-allows research of Applied Science Fiction Lore, granting access to the Sci-Fi Canon. (i lied when i said it would not be in the mod, but it will take decades to build)

STANDARD TECHS:

armors:
-tachyon dampners, as typical
-ablative armor, smallest armor, per devnull
-plasma armor, slightly larger armor, more efficient and higher cost. tweaked Version of the P&N plasma armor.
-neutron armor, not quite as good as other advanced armors, but far less repair heavy
-racial armors, as described above
-buckytube kept, prerequisites added before advanced features can be obtained. also requires nanotech

nanotech:
-allows buckytubes
-nanofactories, prohibitive research costs, very efficient repair at 1/component.
-nanodisassemblers, weapons in missile, cannon, and torpedo form. (low on the list of things to do)
-allows GAP nano-treated pants (isnt that shameless? did you hear about that silly stuff?)

cloaking:
-asteroid fields, provide level 2 passive EM
-stealth armor, provides levels 2-4 passive EM
-active offsource dispersion cloak, provides levels 2-4 active EM, psychic, temporal
-gravetic cancelation field, provides 2-4 gravetic cloaking
-sensors stay the same

shields:
-shields, phased shields, shield generators, regenerative shields, and hardened generators -are all being tweaked and slightly reworked

supplies:
-fighters use less supplies, and their engines therefore carry less.
-quantum reactors have prerequisites in the engines field, and are also much bigger.

ships and movement:
-most devnull hull sizes used
-battlemoon stolen from P&N
-movement system stolen from P&N and slightly shifted to allow fewer engines.
-no bonus movement. solar sail kept as a supplyless, slow engine. it does store a tiny bit and charge from solar power incase all supplies are used in a fight. that way its movement will stay above 1
-inertialess drive added above quantum engines
-temporal probability drive in the adv temporal tree.
-more emphasis placed on combat movement. various tactical drives added as Versions of their interstellar counterparts.

weapons:
-standard missile sizes used
-devnull missiles added
-P&N heavy bombardment renamed to shield bombardment to avoid conflict with the original
-devnull point defense systems added
-devnull destinction between fighter PD and missile PD kept, and refined.
-advanced racial and crossover weapons added

ship and base components:
-engineering bay kept, construction and bridge component removed
-battle bridge kept, tweaked
-astrometrics bay added, low level active and passive EM scan
-construction dock added, enables small construction and retrofits
-dry dock, massive and very expensive base-only construction facility. better than planet based.
-noncombattant ships and bases reworked for general purpose construction or mining, poopey combat modifiers. tried to make them standard noncom ships rather than kludgey purpose-built hull sizes.

stellar manipulation
-maintained the destinction between monolithic construction and SM.
-currently resisting the urge to create very costly research projects leading to fighter based SM
-original monoliths used

applied political science
-leads to riot suits, troops big enough to hold a cockpit, similar to the drop troops but not good for combat.

construction:
-mineral heavy construction yard available at a higher cost
-organic heavy construction yards available to advanced organic races

races:
-expanded race cultures list shamelessly stolen
-negative racial traits added
-currently hunting for formations to steal

events:
-events mod shamelessly stolen

mines:
-specialty mines dropped in (engine, weapon, null) but at higher cost, and larger warheads. prerequisites for all.
-mine scanner got the axe for play ballance reasons

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
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