|
|
|
|
|
August 18th, 2003, 03:28 PM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
What about facilities that lower environmental conditions or happiness?
|
August 18th, 2003, 03:31 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
Good point. I didn't try those. No existing facilities that I've seen have negatives, so maybe they don't work either. I'll see if I can test it tonight.
|
August 18th, 2003, 04:49 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
Bio-Psych Mod v1.1
Text 1061218097.txt
Data 1061218046.zip
|
August 18th, 2003, 07:06 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Bio-Psych Mod v1.16
Negative conditions modifiers will work (as well as negative values); and they should stack with positive facilities. This is because multiple facilities of this type add together.
Negative system happiness abilities are ignored. However, negative planet happiness abilities do work. But, if any positive happiness facility exists (planet or system IIRC), then the positive takes effect, and the negative is ignored. This is because only the best happiness facility can affect a planet; extras have no effect.
|
August 18th, 2003, 07:18 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
So a Secret Police HQ could give + to Intel and minus to Happiness on a planet. Would the penalty to happiness counteract the bonus to Intel?
|
August 18th, 2003, 07:26 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Bio-Psych Mod v1.16
Maybe. That depends on the sizes of the bonuses, and if the happiness penalty is enough to drop the happiness level below jubilant. Some troops on the planet would counteract it, or just a UPC in the system would replace it.
|
August 20th, 2003, 05:23 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
Bio-Psych Mod v1.15-now using Image Modpack!
Text 1061392859.txt
Data 1061392902.zip
[ August 20, 2003, 16:24: Message edited by: KnidVermicious ]
|
August 20th, 2003, 05:39 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
Coming Soon:
Seeker Mod (needs a better name)
*I'll start it a standalone mod, but eventually add all the Bio-Psych stuff. I'll be testing them together soon.
*Purpose is to increase the use/value of seeker weapons throughout the game. I've often seen people say that seekers couldn't compete with direct fire because of mounts and shield/armor skipping abilities.
Changes in brief:
*Changed torpedo to seeker causing 50% more damage than CSM, slower speed, slower reload,and slightly less range than CSM. Also increased size of Torps to 60kt.
*Added Large, Heavy, and Massive Mount CSM, Anti-Matter, and Quantum torpedo. These are components (not actual mounts) designed to reflect using these weapons on mounts. I simply swapped the structure increase of the weapon to be the seeker damage resistance. This creates large, fragile, expensive mounts that allow seekers to absorb PD fire and do huge damage.
*Changed Quantum torpedo to be skip normal shields, with added tech req
*Added several seeker comps from other mods, and slightly tweaked them. These include the Light Missile System from Proportions and the Sprint and External Mount missiles from Devnull
*Added hyper-kinetic missiles as beefed up Sprint missiles that skip armor
*I made it so that the seeker player can choose between a variety of weapons. Offered weapons that have a 1,2,3, and 4 reload time. Coupled with the mount comps, this gives you many choices.
*Also added many PD comps from several mods,and toned down the bonuses slightly. This creates the ability to create layered point defense at short, medium and long range.
*Added Advanced Robotics Racial Trait/Tech (my first attempt)
*Grants several new vehicle types including the Probe, Observer Satellite, Sentinel Droid (fighter-type), and Sentinel Mobile Bases.
*Access to smaller/sooner Master Computers
*Robotic Repair Nodes
*Robotic Launch Bay
*Some virus defenses
[ August 20, 2003, 16:41: Message edited by: KnidVermicious ]
|
August 25th, 2003, 09:40 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Bio-Psych Mod v1.16
Propaganda Center III requires Applied Political Science 2 instead of 3.
War Morale Center I-III all have 6 for damage bonus, and there is no description for that ability or mention of it.
Death Ray II requires level 1 technologies.
The ability descriptions for the troop components that have Bridge ability need to be changed to reflect that instead of saying "None."
The "New Components" and such files seem rather out of date...
Btw, I added this to Adamant Mod (with credit ofc). Hope you don't mind.
[ August 25, 2003, 09:40: Message edited by: Imperator Fyron ]
|
August 25th, 2003, 03:17 PM
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bio-Psych Mod v1.16
Feel free to use it, Fyron. Thanks for all of your help. Life is getting a little hectic right now, so I won't get around to updating the mod for some time.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|