.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 25th, 2006, 02:43 AM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Organic & Crystal vehicle differences?

What's the short answer on the differences between Normal, Organic and Crystal vehicles?
__________________
Slick.
Reply With Quote
  #2  
Old October 25th, 2006, 02:48 AM

pujal pujal is offline
Private
 
Join Date: Oct 2006
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
pujal is on a distinguished road
Default Re: Organic & Crystal vehicle differences?

No idea about crystal, but organic ships use more organic resources and less minerals and their dreadnoughts are much larger than normal ships.
Reply With Quote
  #3  
Old October 25th, 2006, 05:14 PM

Yimboli Yimboli is offline
Sergeant
 
Join Date: Apr 2004
Posts: 202
Thanks: 0
Thanked 0 Times in 0 Posts
Yimboli is on a distinguished road
Default Re: Organic & Crystal vehicle differences?

Also no idea about crystal, but to elaborate on organic ships, basically just swap the mineral + organic cost. That's for lower hulls at least, cuz I only have the demo.
Reply With Quote
  #4  
Old October 25th, 2006, 05:21 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Organic & Crystal vehicle differences?

Crystalline hulls swap minerals for radioactives. There were plans to do a lot more than just have organic/crystalline hulls, but it was scaled back for various reasons.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #5  
Old October 25th, 2006, 05:43 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: Organic & Crystal vehicle differences?

Is there no special abilty for crystalline and organic hulls ?!
Reply With Quote
  #6  
Old October 25th, 2006, 05:45 PM

Dizzy Dizzy is offline
Corporal
 
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
Dizzy is on a distinguished road
Default Re: Organic & Crystal vehicle differences?

Crystalline hulls have some beam weapon save modifiers among a few select other things including greater maintenance discounts.
Reply With Quote
  #7  
Old October 25th, 2006, 06:17 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Organic & Crystal vehicle differences?

You may be thinking of the Balance Mod, where Kwok did indeed add some abilities to the hulls. In stock, the organic and crystalline hulls are the same as normal hulls. The sizes of the hulls are identical as well, in stock. Organic DN is the same exact size as normal DN, as is Crystalline DN. The only difference is in hull costs.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #8  
Old October 25th, 2006, 06:25 PM

Dizzy Dizzy is offline
Corporal
 
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
Dizzy is on a distinguished road
Default Re: Organic & Crystal vehicle differences?

Ahhh, my bad, fryon caught me! I use kwoks balance mod. Oopsie! Just trying to help. Didnt stop to think I had modded data files!
Reply With Quote
  #9  
Old October 25th, 2006, 09:00 PM
Spoo's Avatar

Spoo Spoo is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
Spoo is on a distinguished road
Default Re: Organic & Crystal vehicle differences?

Quote:
Imperator Fyron said:
You may be thinking of the Balance Mod, where Kwok did indeed add some abilities to the hulls. In stock, the organic and crystalline hulls are the same as normal hulls. The sizes of the hulls are identical as well, in stock. Organic DN is the same exact size as normal DN, as is Crystalline DN. The only difference is in hull costs.
Not quite.

Regular dreadnoughts:
Quote:
Tonnage Space Formula := 1250 + (([%Level%] - 1) * 50)
Organic/Crystalline dreadnaouhgts
Quote:
Tonnage Space Formula := 1250 + (([%Level%] - 1) * 100)
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
Reply With Quote
  #10  
Old October 25th, 2006, 07:57 PM
Arkcon's Avatar

Arkcon Arkcon is offline
Colonel
 
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
Arkcon is on a distinguished road
Default Re: Organic & Crystal vehicle differences?

Back in the last days of SE4, I had plans for a mod -- ridiculously grandiose plans given my modding skill level -- for temporal hulls. I figured they'd use time travel ability to bring in ships from the future, so they'd have hull sizes and components a couple of tech levels higher than they'd researched. So I planned on making them very cheap, quick to build, and real expensive to maintain. I was trying to model "time warping" them in, using them quickly, and then "time warping" (as in scrapping them) back out again.

Maybe SE5 will let me do that easier.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:19 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.