More specials /techs / ship designs
Moderator: Oberlus
More specials /techs / ship designs
1) We have specials influencing Growth, Mining and Research. Trade is not yet implemented. Of all the current resources, only Industry is left without a special influencing it.
2) Maybe a way to increase a planet's size (similar to Gaian)?
3) Negative specials -> Lifeless Planet. Devoid of minerals. Dumbing mists.
4) Underground Tunnels do not always work (do not always increase a planet's pop).
5) More techs. Maybe something that allows 'Expanded Troops' - ie. one troop ship would carry, say 15 force, so that we'd have to build less troop ships.
6) Ship designs for death ray and for other hulls than medium. Scout Mk II - sensors + deuterium tank. Scout Mk III - the ultimate tech (forgot the name ATM) + deuterium tank
2) Maybe a way to increase a planet's size (similar to Gaian)?
3) Negative specials -> Lifeless Planet. Devoid of minerals. Dumbing mists.
4) Underground Tunnels do not always work (do not always increase a planet's pop).
5) More techs. Maybe something that allows 'Expanded Troops' - ie. one troop ship would carry, say 15 force, so that we'd have to build less troop ships.
6) Ship designs for death ray and for other hulls than medium. Scout Mk II - sensors + deuterium tank. Scout Mk III - the ultimate tech (forgot the name ATM) + deuterium tank
- eleazar
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Re: More specials /techs / ship designs
The robotic growth specials-- at least for now can be used to boost industry instead.Zireael wrote:1) We have specials influencing Growth, Mining and Research. Trade is not yet implemented. Of all the current resources, only Industry is left without a special influencing it.
Re: More specials /techs / ship designs
But still, a special analogous to Mineral Rich or Computronium Moon would be nice.eleazar wrote:The robotic growth specials-- at least for now can be used to boost industry instead.Zireael wrote:1) We have specials influencing Growth, Mining and Research. Trade is not yet implemented. Of all the current resources, only Industry is left without a special influencing it.
What's more, we could have uninhabitable planets be really uninhabitable unless they have... uh... let me think... Solid Surface special? Smooth Surface? Anyway, y'know what I mean.
- eleazar
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Re: More specials /techs / ship designs
Um, no i don't.Zireael wrote:What's more, we could have uninhabitable planets be really uninhabitable unless they have... uh... let me think... Solid Surface special? Smooth Surface? Anyway, y'know what I mean.
Re: More specials /techs / ship designs
Well, I guess that gas giants are gaseous, as their name suggests. Thus they are completely uninhabitable. They'd need a special (nevermind the name), that makes them habitable for any species.
Asteroids on the other hand, might be habitable in that sense (they have solid surface), but with a very limited population.
Asteroids on the other hand, might be habitable in that sense (they have solid surface), but with a very limited population.
- eleazar
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Re: More specials /techs / ship designs
Oh, i see.Zireael wrote:Well, I guess that gas giants are gaseous, as their name suggests. Thus they are completely uninhabitable. They'd need a special (nevermind the name), that makes them habitable for any species.
Asteroids on the other hand, might be habitable in that sense (they have solid surface), but with a very limited population.
We don't need to use a special to distinguish between gas giants and asteroids-- they are different planet types. Some bonuses should probably be excluded from one or both of them, but currently aren't. Redoing the population bonuses in one of the next things to do.
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Re: More specials /techs / ship designs
I think what he was getting at was a special that would make gas Giants or Asteroids a "hostile" planet instead of "uninhabitable".
Can Asteroids have Natural tunnels? It fits thematically.
Can Asteroids have Natural tunnels? It fits thematically.
Computer programming is fun.
Re: More specials /techs / ship designs
I'd prefer to make asteroids into something different than yet another planet type. Something that really feels different, such as:
1) colonizing asteroid fields gives a production bonus to all planets in system
2) Option to build hidden bases in asteroid fields
1) colonizing asteroid fields gives a production bonus to all planets in system
2) Option to build hidden bases in asteroid fields
Re: More specials /techs / ship designs
Currently, Asteroid Belts are the only way to create ships with Asteroid Hulls, which receive a significant stealth bonus when in a system with an Asteroid Belt. Also, Asteroid Belts are home to Juggernaut Nests, and are the only location where a Juggernaut can evolve.Nemesis wrote:I'd prefer to make asteroids into something different than yet another planet type. Something that really feels different, such as:
1) colonizing asteroid fields gives a production bonus to all planets in system
2) Option to build hidden bases in asteroid fields
Warning: Antarans in dimensional portal are closer than they appear.
Re: More specials /techs / ship designs
In my mind, you can't inhabit something that's uninhabitable, while you can try to inhabit something hostile, if you have protective gear and whatnot. So, the only way to inhabit gas giants would be a special or that production tech that has "living above the planet's surface" in the description. And the asteroids don't strike me as particularly uninhabitable.marhawkman wrote:I think what he was getting at was a special that would make gas Giants or Asteroids a "hostile" planet instead of "uninhabitable".
Can Asteroids have Natural tunnels? It fits thematically.
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Re: More specials /techs / ship designs
How do snowflakes evolve? I captured a nest but my snowflake hasn't evolved yet.Bigjoe5 wrote:Currently, Asteroid Belts are the only way to create ships with Asteroid Hulls, which receive a significant stealth bonus when in a system with an Asteroid Belt. Also, Asteroid Belts are home to Juggernaut Nests, and are the only location where a Juggernaut can evolve.Nemesis wrote:I'd prefer to make asteroids into something different than yet another planet type. Something that really feels different, such as:
1) colonizing asteroid fields gives a production bonus to all planets in system
2) Option to build hidden bases in asteroid fields
Oh and asteroid hulls are among the best in the game. Expensive to start making though.
Computer programming is fun.
- eleazar
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Re: More specials /techs / ship designs
You need to research "Domesticated Mega-Fauna"-- then wait a random amount of time for one to mature.marhawkman wrote:How do snowflakes evolve? I captured a nest but my snowflake hasn't evolved yet.
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Re: More specials /techs / ship designs
Oh, well I have 3 now, and I'll double check but I think I have the tech already.
Computer programming is fun.
Re: More specials /techs / ship designs
Good idea.Can Asteroids have Natural tunnels? It fits thematically.
Also a good idea.2) Option to build hidden bases in asteroid fields
---------------------------
Back to tech ideas:
1) government types - Federal, Democracy, Dictatorship etc. (I'm looking at my copy of MoO2 right now and I love this kind of thing)
2) fleet size limits as in MoO2 and techs to increase it
3) a Refueling tech so that ships do not refuel at start and fuel tanks become more important
Re: More specials /techs / ship designs
(I was going to add those to the SVN files and put them there as attachments, but of course, these are unfinished...
How I see some of the techs I thought up:
Of course, techs related to drives (the ones which give Deuterium Tank and the other tank) would require SHP_REFUELING.
-------------------------------------------------
The specials I thought up:
Specials:
How I see some of the techs I thought up:
Code: Select all
Tech
Name ="SHP_ADVANCED_TROOPS"
description = "SHP_ROOT_AGGRESSION_DESC"
short_description = "SHIP_WEAPON_UNLOCK_SHORT_DESC"
techtype = Application
category = "SHIPS_CATEGORY"
researchcost = 20
researchturns = 10
prerequisites = "SHP_ROOT_AGGRESSION"
unlock = [
Item type = ShipPart name = "GT_TROOP_POD_II"
]
graphic = ""
Tech
name = "SHP_REFUELING"
description = "SHP_NAVIGATION_DESC"
short_description = "THEORY_SHORT_DESC"
techtype = Theory
category = "SHIPS_CATEGORY"
researchcost = 50
researchturns = 2
prerequisites = "SHP_GAL_EXPLO"
graphic = "icons/tech/stellar_navigation.png"
Tech
name = "SHP_INCREASED_FLEET"
description = "SHP_NAVIGATION_DESC"
short_description = "THEORY_SHORT_DESC"
techtype = Theory
category = "SHIPS_CATEGORY"
researchcost = 50
researchturns = 2
prerequisites = "SHP_GAL_EXPLO"
"SHP_REFUELING"
graphic = "icons/tech/stellar_navigation.png"
-------------------------------------------------
The specials I thought up:
Specials:
Code: Select all
Special
name = "LIFELESS_SPECIAL"
description = "HIGH_AXIAL_TILT_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant]
]
effectsgroups = EffectsGroup
scope = Source
activation = Source
effects = effects = SetTargetPopulation Value - 100
graphic = "icons/specials_huge/high_axial_tilt.png"
Special
name = "NO_MINERALS_SPECIAL"
description = "HIGH_AXIAL_TILT_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant]
]
effectsgroups = EffectsGroup
scope = Source
activation = Source
effects = effects = effects = SetTargetMining Value - 100
graphic = "icons/specials_huge/high_axial_tilt.png"
Special
name = "DUMB_MISTS_SPECIAL"
description = "HIGH_AXIAL_TILT_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet
Not Capital
Not Planet type = [Asteroids GasGiant]
]
effectsgroups = EffectsGroup
scope = Source
activation = Source
effects = effects = effects = SetTargetResearch Value - 100
graphic = "icons/specials_huge/high_axial_tilt.png"
Special
name = "STABLE_SURFACE_SPECIAL"
description = "HIGH_AXIAL_TILT_SPECIAL_DESC"
stealth = 0
spawnrate = 1.0
spawnlimit = 9999
location = And [
Planet type = [GasGiant]
]
effectsgroups = EffectsGroup
scope = Source
activation = Source
effects = effects = SetTargetPopulation Value + 5
graphic = "icons/specials_huge/high_axial_tilt.png"
- Attachments
-
- specials.zip
- Asteroids can have Natural Tunnels
- (4.07 KiB) Downloaded 141 times