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  #101  
Old January 26th, 2002, 10:22 PM
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Default Re: Space Monsters!!!

Units can't lose lifesupport without being totally destroyed, so SE4 dosen't check them, I guess.

If you want ships that don't need lifesupport, try giving the ability to the bridge component.

PS: Make a some Minis for those images, and I'll add 'em to the image mod.

[ 26 January 2002: Message edited by: suicide_junkie ]

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  #102  
Old January 26th, 2002, 10:43 PM

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Default Re: Space Monsters!!!

quote:
There is also a design creation "cheatsheet" made by Atraikius that is of great help to figure out that AI file.
I wish someone would made something like that for other AI files. That would make an excellent modders manual.

I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible?
If you turn show planet names on, would you see the names of invisible planets?

About life support/bridge/crew quarters.
Different monsters can have those heart and brain ect, while others can have master computers, either built-in or as another "organ".
Psychics would be able to telepathically tame some monsters, the same way they do with enemy ships while other should be invulnerable.
Some monsters would even be tamable by boarding parties, but others should have strong boarding defenses.

Edit: I added the minis to the same ZIP in my Last post.

[ 26 January 2002: Message edited by: Andr�s Lescano ]

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  #103  
Old January 26th, 2002, 11:22 PM

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Default Re: Space Monsters!!!

Altered from the Neomod, I added a couple of abilities and took away regeneration from most components the mod used because of the bug. Would the AI pick these over regular bridges somehow, since these have smaller cost and smaller size.

Name := Central Neural Complex
Description := The Main brain center of a space monster.
Pic Num := 267
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 2
Roman Numeral := 0
Custom Group := 3
Number of Tech Req := 1
Tech Area Req 1 := Space monster
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr := Contains a ship bridge.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Boarding Defense
Ability 2 Descr := Directs anti-bodies to counter invading entities
Ability 2 Val 1 := 250
Ability 2 Val 2 := 0
Ability 3 Type := Self-Destruct
Ability 3 Descr := Dies when invasive entities prove to have superior numbers.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := None

Name := Internal Organs
Description := Organs which sustain the function of a space monsters brain.
Pic Num := 116
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 3
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space monster
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Ship Life Support
Ability 1 Descr := Contains life support.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor Regeneration
Ability 2 Descr := Regenerates 30 points of damage per combat turn.
Ability 2 Val 1 := 30
Ability 2 Val 2 := 0
Weapon Type := None

Name := Connective Tissue
Description := Tissues that hold a monsters inner organs together.
Pic Num := 218
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 0
Cost Organics := 100
Cost Radioactives := 0
Vehicle Type := Ship
Supply Amount Used := 0
Restrictions := None
General Group := Vehicle Control
Family := 4
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Space monster
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Ship Crew Quarters
Ability 1 Descr := Contains Crew Quarters.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
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  #104  
Old January 26th, 2002, 11:27 PM

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Default Re: Space Monsters!!!

quote:
Originally posted by Egregius:
Rollo: edit...

Their special shipsizes have -100% maintenance for obvious reasons.

[ 25 January 2002: Message edited by: Egregius ]



-100% maintenance reduction has not worked for me on the overall maintenance cost of a single ship when I tried to mod reduced maintenance into hull sizes.

[ 26 January 2002: Message edited by: AJC ]

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  #105  
Old January 26th, 2002, 11:46 PM
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Default Re: Space Monsters!!!

Thanks for the pics Andr�s. They look great .

I am not sure about taming monsters. I think I will give all of them built-in MC and SDD.

The monster hulls that I use so far have not -100 maintenance reduction, but -500. So they will generate and not use resources.

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  #106  
Old January 26th, 2002, 11:53 PM
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Default Re: Space Monsters!!!

quote:
Originally posted by Egregius:
Altered from the Neomod, I added a couple of abilities and took away regeneration from most components the mod used because of the bug. Would the AI pick these over regular bridges somehow, since these have smaller cost and smaller size...


I don't think the design minister chooses by smaller size. One thing I have found though, is that the number of tech requirements influences the choice of components. Maybe if you add a second tech requirement to the components (ship construction 1, perhaps?) the minister will choose them.

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  #107  
Old January 27th, 2002, 05:53 AM

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Default Re: Space Monsters!!!

http://se4kdy.cyberwars.com/temp/morepics.zip
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  #108  
Old January 27th, 2002, 06:47 AM
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Default Re: Space Monsters!!!

Just place the components from worst to best, and without anything else to base its decision on, the AI takes the Last component.

EDIT:
The Morepics.zip has been added to the image mod, but has not been uploaded.
(I need your credits first.)

The beam & torp images are #51 (both)
The components got slots 300 through 305, alphabetical order.

[ 27 January 2002: Message edited by: suicide_junkie ]

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  #109  
Old January 27th, 2002, 04:08 PM

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Default Re: Space Monsters!!!

Just mention my name for the credits.

I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible?
If you turn show planet names on, would you see the names of invisible planets?

What would be the race portrait of monsters if you contact them?
They should have a speech file to ensure they don't talk at all. It wouldn't make sense if monsters answer "It's not our time for alliaces."
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  #110  
Old January 27th, 2002, 04:44 PM
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Default Re: Space Monsters!!!

quote:
Originally posted by Andr�s Lescano:
Just mention my name for the credits.

I guess you would eventually find some visible planet, but would you make contact with them if their planets are invisible?
If you turn show planet names on, would you see the names of invisible planets?

What would be the race portrait of monsters if you contact them?
They should have a speech file to ensure they don't talk at all. It wouldn't make sense if monsters answer "It's not our time for alliaces."



If they do not colonize and don't use troops there will be no visible planets. Contact has usually been established by monster scout ships. Not sure if the planet name shows or not, but I'll check. Wouldn't make any difference really, if a human knows where the planet is. Humans just don't have the sensors to detect (and attack) the planet. The homesystem of the monsters can be found easily enough in the borders screen anyway (too bad this cannot be turned off for homesystems, just for colonized systems).

I was thinking to use the race portrait (dragon)that was in the zip. Wasn't that the reason you included it?

The speech file isn't a problem. I was counting on Puke to come up with some nice speech lines. The only one I can currently think of is "Yum yum..." .

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