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August 11th, 2003, 10:29 PM
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Bio-Psych Mod v1.16
Bio-Psych Mod V 1.0
Text File 1060633093.txt
Zip File 1060633154.zip
My first attempt to bring some life to the Biology and Psychology tech areas. Mostly just new components. I need comments on balance, especially component costs and research costs.
Please help a first time modder. I'm hooked.
[ August 25, 2003, 14:35: Message edited by: KnidVermicious ]
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August 11th, 2003, 10:37 PM
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Shrapnel Fanatic
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Re: Bio-Psych Mod v1.16
Feel free to submit the mod to the downloads section of www.spaceempires.net.
For troop comps such as Infiltration Command, I suggest changing the Ship Bridge ability description so that it says it contains a cockpit or some such. Alternatively, you can delete everything after the = sign on that description line. This will make it so that the description is not displayed at all in-game, instead of having a pointless "None" ability tag.
Abomination is 30 kT, but the largest troop is 20 kT. It can not be used.
I suggest increasing the Minerals cost of Evolved Crew (for ships) a bit, so that they will increase build times.
I suggest you move the components at the end of the file to be next to normal-tech equivalents, so there is less chance for someone to forget about them.
[ August 11, 2003, 21:42: Message edited by: Imperator Fyron ]
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August 11th, 2003, 11:18 PM
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Re: Bio-Psych Mod v1.16
Fixed the description errors. Can't see how I missed the Abomination being too big.Hmm. (I'll post v1.01 tommorrow)
How much would you suggest increasing the Minerals on the Evolved Crew? 50? 100?
Any comments on the concepts? I think most of the things will work the way I want them. Most of the testing I did seemed to work, but I don't have time to run super-thorough tests.
[ August 11, 2003, 22:19: Message edited by: KnidVermicious ]
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August 12th, 2003, 05:17 AM
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Re: Bio-Psych Mod v1.16
Wow. This is great. I can see the WH40K influence.
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August 12th, 2003, 05:29 AM
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Shrapnel Fanatic
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Re: Bio-Psych Mod v1.16
Quote:
How much would you suggest increasing the Minerals on the Evolved Crew? 50? 100?
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Enough to make a difference. Probably a bit more than 100.
Can you please write a concise description of the purpose of the mod so that it can be included on the Malfador.com Mods List page?
[ August 12, 2003, 04:30: Message edited by: Imperator Fyron ]
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August 12th, 2003, 03:09 PM
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Re: Bio-Psych Mod v1.16
Brief Description:
Bio-Psych Mod
The purpose of this mod is to bring some flavor to the Psychology and Biology tech areas by adding some useful combat options in each. In addition, I never liked how adding ECM or Combat Sensors affected a whole stack of troops. Instead I added command units that can affect a whole troop stack.
[ August 12, 2003, 14:10: Message edited by: KnidVermicious ]
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August 12th, 2003, 06:22 PM
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Re: Bio-Psych Mod v1.16
Nice treatment of Troops.
Did you actually change anything in those other files (mounts, facilities, quadrant types)?
Quote:
Name := Banzai Pod I
Description := Unstoppable suicide fighters.
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Ability 1 Type := Combat To Hit Offense Minus
Ability 1 Descr := Pod is intended for ramming only (-99 to hit)
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
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You put the 99 on II and III, and on all three Doomships. Only this one is missing it.
Suicidal Assault Escorts! POW!!
What happens if a Troop stack has both a Infiltration Command and a Assault Command in it?
If you put a Large Troop packed with all the best stuff and an Abomination from an opposing race in a box together and only let one out, which one comes out? How about a bonus-maxed Large Troop, a Siege Fortification, and a Ground Cannon Large Troop against three Abominations, or any other three Large Troops with at least one Abomination? I'm just curious how it's going to work out.
Quote:
Name := Combat Apothecary II
Description := Field unit dispenses psychotropic drugs for combat troops.
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Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Drug frenzy gives a 10% attack bonus to stack
Ability 2 Val 1 := 20
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Same problem for Combat Apothecary III.
[ August 12, 2003, 17:45: Message edited by: Loser ]
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August 12th, 2003, 06:39 PM
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Re: Bio-Psych Mod v1.16
No I didn't change the other files. Just Components and TechArea. Can I just leave the others out of the zip file?
Did you think the Suicide Assault was too powerful? I would have liked to make it a destroyed on use item (I envision it like a boarding party of sorts), but that doesn't work on weapons. I made it reload 30 so you could only use it once in a combat. I made it use a lot of supplies, which was as close as I could get to making it destroy itself. Suggestions?
More erros to fix. Thanks for the heads up.
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August 12th, 2003, 06:44 PM
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Re: Bio-Psych Mod v1.16
Would it be useful to people to include text files with just the new components and techs so they could easily cut and paste them into their own mods?
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August 12th, 2003, 06:51 PM
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Colonel
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Re: Bio-Psych Mod v1.16
Quote:
Originally posted by KnidVermicious:
Would it be useful to people to include text files with just the new components and techs so they could easily cut and paste them into their own mods?
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I think that's why you put it at the end...
But yeah, that couldn't hurt.
I'm not sure Suicide Assault needs much more abuse. Only once per combat might not be 'realistic' (picture an empty ship drifting through combat, maybe make it use up _all_ the supplies?), but it does help with the balancing. You could also make the component have a very low structural value, as a balancing measure....
I think Mounts can be applied to it as well... I'm not sure how that fits into the 'realism' thing.
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