|
|
|
|
|
April 10th, 2005, 06:35 AM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: Massive Mod under construction
Impossible...
|
April 10th, 2005, 01:34 PM
|
|
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Massive Mod under construction
Impossible in SEIV, unfortunately due to hard coding. I shudder to think what a TDM race with high difficulty and bonus would do to me. But SEIII had it and we are told that SEV AI will also protect warp points. I can't wait to get killed by the SEV AI.
__________________
Slick.
|
April 10th, 2005, 02:30 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Massive Mod under construction
The hardest part of a megamod will be finding balance.
Good luck, and be sure to not fall into the trap of "oooh shiney ubertech!"
__________________
Things you want:
|
April 10th, 2005, 05:39 PM
|
|
Major General
|
|
Join Date: Nov 2004
Location: Floating in space.
Posts: 2,297
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Mod under construction
Ubertech is fun if balanced correctly...
|
April 10th, 2005, 05:57 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Massive Mod under construction
If you want to spend the time on it, I say go for it and good luck. Feel free to use what you need from the STM so long as you include credit where credit is do.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
April 10th, 2005, 06:24 PM
|
General
|
|
Join Date: Sep 2003
Posts: 3,205
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Mod under construction
Quote:
NullAshton said:
Ubertech is fun if balanced correctly...
|
...but if it's balanced correctly, it isn't ubertech...
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
|
April 10th, 2005, 06:35 PM
|
Corporal
|
|
Join Date: Mar 2005
Posts: 110
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Mod under construction
sounds interesting...
__________________
There are 10 types of people in the world:
Those who understand binary, and those who don't.
|
April 11th, 2005, 06:57 AM
|
|
Major
|
|
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Massive Mod under construction
Yes shiny weapons are a problem. I spent ages trying to balance mounted railguns in a mod. On the one hand they were clearly far too powerful at the high end, on the other hand I wanted them to uber and shiny just because it sounded cool.
A dreadnought mounting 16" railguns blasting huge ship killer rails! BLAM!!
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
|
April 11th, 2005, 03:27 PM
|
|
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Massive Mod under construction
Quote:
mac5732 said:
the mods are all good and I would be interested in this one, howeveer, I would like to see an AI that defends wormholes with bases, mines, sats and ships,
|
Actually it is possible if you mod in a few satellites that are the size of space stations, and give the AI sat layer components big enough to hold them.
That's what I was trying to do with the Defense Platforms in the Pointer Mod, but I just haven't written the AI for it, and there are still some conflicts with the standard Satellites.
|
April 11th, 2005, 03:35 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Massive Mod under construction
Regarding mounts:
- Do Not try to use a stock-like mount system. You'll get uber-ed into the ground. IMO stock is a bit more fun if you simply delete the mounts.
- Have some tradeoffs. Give the bigger guns a bit more damage/kt, but decrease their accuracy and increase the price/kt. Increase range, at the cost of damage. Decrease damage for a significant price drop.
- Don't forget missiles. Although you can't change the actual missile's stats or range, you can make the launcher pre-fire missiles by extending its range, or hold-fire by decreasing range so the enemy can't run away after the missile is launched.
- Mounts are not just for weapons anymore! Component quality mounts can give you some variety in your internals hitpoints/cost/size. Supply use can be adjusted on your engines and cloaking devices. Use mounts to make fighter bays cheaper on carrier hulls. Make cargo components smaller/cheaper on transport hulls. Make colony modules smaller/cheaper on colony ships.
__________________
Things you want:
|
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
|
|
|
|
|