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Master of Orion 2 Mod

  1. #51
    thesamonthemoon
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    Well, we won't call them city1 city2 etc., well call them, maybe, "Infrastructure Developement Level 1, 2, etc.".

  2. #52
    komninosm
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    I meant for the subsystem files not the ingame description and names doh
    In game they could have the same name even (not display priority however so they have to take many places. Would be nice if you managed to make the script tied to health but oh well it doesn't matter that much).

    So can we use loadsharedmodel in subsystems or not?
    I'm asking in an effort to keep the mod downlaod size small eventually

    Any info on that accelerationPow?

    PS: Did you get my files Moe? Are they 'up' yet? Oh and do you like them so far?

  3. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #53
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    Got the files, only glanced at them yet (stupid exams taking up all my time), but looking good so far. Site is STILL down, no clue what the hell those guys are doing... If its not fixed by monday, I'll switch providers.
    You cant put the same subsystem twice on a ship? Thats not good. I mean, you might want multiple hangar modules on a carrier and so on.. Any way around that?

  4. #54
    thesamonthemoon
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    There might be around it... might also be a way to fake it...

    Today, I shall overcome my great inertia, and set forth into the ever present darkness that is my garage, in search of MOO2. If I don't post tonight, consider me dead.

    I'll also start work on the various subsystems today.

    I'm not sure if we can use the loadsharedmodel thing for subsystems, I hope we can, but if not, lots of our subsystems will be invisible anyway...

    Oh, and here is a potential problem: Every ship will be build capable. This might make things a bit slow, having to customize each and every fighter squadron... It's not a problem for cap ships, but it could become anoying for fighters and corvettes...
    Last edited by thesamonthemoon; 13th Dec 03 at 1:14 PM.

  5. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #55
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    Wait, were not customizing fighters are we? How about with each new major research step you get a new fighter model, so fighters will keep up to date, but you wont have to equip every single one?

  6. #56
    thesamonthemoon
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    Yea... That solves the problem nicely.

    And after a bit of looking, yes you can use LoadSharedModel on subsystems.

    Right now I'm working on the various engine subsystems, which will be by this table:

    -- Note: No longer being hosted by me. It's the fourth table on this page.

    Multiplier Table(based on the above table) :

    Speed Ranges 3-7:

    Nuclear: Default (1)
    Fussion: 1.6
    Ion: 2
    Antimatter: 2.5
    Hyper: 2.6
    Interphased: 3.5

    Speed Ranges 8-15:

    Nuclear: Default (1)
    Fussion: 1.15
    Ion: 1.3225
    Antimatter: 1.5
    Hyper: 1.7
    Interphased: 2

    Speed Ranges 15-20:

    Nuclear: Default (1)
    Fussion: 1.12
    Ion: 1.23
    Antimatter: 1.35
    Hyper: 1.47
    Interphased: 1.6

    Yes, I know it doesn't give the exact same results as the table, but as it is, we have to make 15 engine subsystems.
    Last edited by thesamonthemoon; 14th Dec 03 at 7:41 PM.

  7. #57
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    Actually, it might be better not to make every ship build capable, but just make assloads of ships to build. Yes, it will mean it's not quite as customizeable, but it will spare us from the build menu being clogged beyond belief, and having to customize every single ship.

    Also, do we plan on using the exact MoO2 tech tree, or one with changes? If we are using the exact, someone please post a link with a site that says what every tech does (out of town til Christmas, can't play to find out)

    Edit: And how the hell are we dealing with shields?
    Last edited by Magus; 13th Dec 03 at 6:20 PM.

  8. #58
    thesamonthemoon
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    Customizing frigates shouldn't take too long...

    I imagine we'll use the MOO tech tree, except for some technologies (the ones you don't use in combat.)
    Last edited by thesamonthemoon; 13th Dec 03 at 6:22 PM.

  9. #59
    Bob McDob
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    Wow, I actually made a crappy lowpoly UrQuan dreadnaught along with a bunch of other ships I like ... lessee Arilou Skiff, Spathi Eluder and Earthling Cruiser. meh

  10. #60
    thesamonthemoon
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    Cool.

    Soon I'm going to start writing SC scripts. Until I'm finished with the scripts, the mod is going to be top secret.... er... I guess not...

    Anyway, when I'm done with the scripts, I'll anounce the mod, and ask for models.

    So make sure to keep those models around.

    Anyway... back to MOO. I'm just about done with all the engine stuff.

    Edit - Ok, now I'm done. Now I just have to make them buildable.
    Last edited by thesamonthemoon; 13th Dec 03 at 7:22 PM.

  11. #61
    komninosm
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    For tech the link was:
    http://www.electronicvisions.net/mis...e/moo2tech.htm

    thesamonthemoon I don't understand what you are doing with engine speeds?
    Shouldn't FTL speed affect Hyperspace speed for all ships (I think there are some hyperspace functions and stuff somewhere we could play with.
    Then combat speed is about normal movement and it that table it is written according to hull size right?
    The high value is for empty ship and the low for full/filled up ship. We will set individual ship values as we like and then the multipliers would be global applied research (and 0 cost research follow ups one for each class) right? No need for engine subsystems.
    All we need to do is take the low values (I don't remember anyone building ships with empty space left, but we could take the average or even high if you like) and figure out how much to make the multipliers to each class (hull size). Frigate, Destroyer, Cruiser, Battleship, Titan, (DoomStar?). I don't understand how you seperate multipliers by speed class. How would we make research related to that? I was thinking of relating it to ship families.

    Also I made a few subsystems and scripts and send them to Moe you might want to get them from him if the site isn't up yet. Just to be sure we don't make things twice and waste our time and to tell me if you agree with them or have more ideas.

    Finally like Magus said the build menu will be clogged as hell. In my mod I only had plats build subsystems and even that was a pain. But if we only have a few planets then maybe first clicking on them before pressing 'b' will avoid the problem. Still I agree with Magus and think we should only make Battleships and above customisable, the ships that need starbase btw, so that the buildmanager is only reasonably clogged. and in later game. I think Battleship should be about Battlecruiser size, we would need a smaller model for cruiser biger than DD ofcourse, and the Titan should be at least 1.5 times bigger, 2 times if we don't include Doomstars.

    Damn we need a site to post our work so far so we ca download each other's stuff

    Magus about shields I think we could use the subsystem method or not use shields at all and fake it. Do we have a HOD guy? Tech tree would be similar to MoO2 like from the page I gave above, but we really don't want identical do we?

    About how multiple ships would go here's my idea:
    We have frigate with lasers at first (ok missiles too but let's talk about that later).
    We have a few choices.
    A Fast frigate with light (point defense) lasers.
    Then a frigate with average speed with normal lasers and a special maybe or two seperate frigates.
    Then a heavy armor frigate with heavy mounts and a maybe one with both heavy mount and normal that's slow.
    Well any type someone likes/wants we make and when we get fusion beam we make sharedmodel replicas using the older stuff but with new weapons.

    Or we could make everything a subsystem and buildable. Though frigates were pretty small in MOO2. You couldn't fit anything. Maybe we could skip frigates and start with DD as buildcapable customisable ships.

    Armor and engine speed should be research though don't you agree? It sounds much simpler.

  12. #62
    komninosm
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    thesamonthemoon I wold love to see the RU script when our MOO site is up
    Scale is important.

    What about my movement suggestions and questions btw?

  13. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #63
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    Site: I know, I know.. i already found a new host, gonna work on that monday, I guess.. also I found a webdesigner to make the site look good, but thatll take a little while.

    Speed: basing it on hull size makes sense, but sams idea is essentially the same isnt it? I mean a small hull would be in the upper speed class, while a titan is in the lower class.

    Isnt there a way to customize the UI so it wont clog up as much? You know, have build tabs "weapon" "hangar" "special" etc, and when you click on one of them you get sub-tabs "beam" "missile" "point defense"...

    IS there a way to have the latest research item on top? Since youre less likely to build obsolete tech, that would un-clog it a little...

  14. #64
    komninosm
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    Ok I was only worrying that samon and I were doing the same stuff over. Hey samon post your script here please

    Speed: I simply don't understand what Samon was saying exactly.

    About the UI I don't think it's possible because when a buildcapable ship is built it takes its place in the build order. So carriers and planets will be seperated by frigates and stuff.

    However the solution to your other question is rather simple. Display priority. We can give high tech high priority (or is it low?) and make them appear on top. That was what I was thinking of at least.

  15. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #65
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    Temp pages are up again! Unfortunately, my redirector kinda died on me as well, so the new adress is
    www.moo2mod.de.vu

    I uploaded the tables we have so far, plus komninosms skripts and weapons. There might be a lot of banners, sorry about that. The page will get way better around christmas.

  16. #66
    Caydr
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    Forgive me, but... the basic idea behind this mod seems rather unfeasable to me. Like, the most enjoyable aspects of Moo2 were:

    Designing custom ships (impossible)
    Designing custom races (impossible)
    Diplomacy (impossible)

    Can someone fill me in....? :S

  17. #67
    thesamonthemoon
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    THREE!

    I had to fight through, not just one but THREE undead hordes on the way to and from my garage. Although my left arm was hacked of by a rusty axe, I have sucesfully recovered the MOO2 CD. Whats more, I found the games manual and strategy guide in the same box as the CD as a bonus.



    Designing custom ships: Not impossible.

    I supose we can make engines a research only thing. This is what I had in mind though:

    (Pic no longer being hosted. The picture showed all of the kinds of engines as subsystems)

    The rescource script isn't finished yet. Creating and calling on SobGroups isn't as easy as I thought it would be.

    In other news: I think I found a way to let a ship (or planet) build the same subsystem multiple times, which means we can eliminate alot of redundency.

    Ok, I have to go to the hospital about that arm now.

    Edit - I'm back from the hospital. They managed to sew my arm back on.

    Question: Is the MOO tech tree really as linear as this site implies? Or do the researches sometimes require researches from diffarent fields?

    Oh, and komninosm, are all of the weapons in that pack finished? There sure are a lot of them...

    Also, here is my idea on ship customizability. Since we can't limit ships to a particular mass in homeworld, I sugest we do this:

    Make it so that there are a few models of each ship family (figates, destroyers etc.). Of the models, there would be this sort of variation:

    1. Ship armed primarily with a really heavy mount (or a few, in the case of really big ships). Maybe some point defense too. Think: Ion Cannon frigate (well, Ion cannon frigate doesn't have point defense).
    2. Ship armed with a few medium mounts, as well as a cuple of light mounts. Think: Hiigaran Destroyer.
    3. Ship armed with mostly light mounts and point defense. There aren't really any of these in HW.

    That way we can see lot's of variation, without people abusing heavy weapons.

    Finally, do we plan on trying to emulate MOO2's "either or" tech system where you can only pick one thing from each technology? I think this would be too difficult to implement. I also hesitate to make it so that people can only actually use 1/3 of the stuff we put in...
    Last edited by thesamonthemoon; 15th Dec 03 at 9:37 PM.

  18. #68
    komninosm
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    3. Don't the assault and flak frigates fit here?
    Other than that I agree and I think it is pretty similar to what I said previously. Though I think we will need about 10 diferent ships per class/size category. We have missiles and other stuff to think of too.
    I still think that we should make only (maybe Cruisers) Battleships and Titan build capable so as not to clog the build manager too much.

    How's your arm?
    How did you do that trick with subsystems, do tell?
    The tech was linear, yes. We could make changes if we want though. If we find something that adds to gameplay.

    The weapons are only beams and only templates. They can be used as base for the new weapons of each ship but we will have to tweak the angles some (except missiles maybe) to get them to fit in each diferent model's turrets.
    Remember that heavy weapons cannot target fighters (or missiles) and that missile (and torpedo) ships will have more range. Also heavy weapons do less damage per ton of weight, and I have included this in firetimes. They simply have longer range. I don't know how we could simulate the shield damage subtraction though, remember how that worked? I do. As it is we can only simulate damper fields and heavy armor or reinforced hull.

    Caydr:
    We will have more options for custom design than HW2, many more. Also we will simulate it some in smaller ships with many multiples of the same model with different load/armament.

    About custom races I don't really know, but I guess we could add some diferences in races later on. Maybe even give some exclusive choices for traits using research. Not much though you are right.

    Diplomacy was possible in MoO2?
    Just kidding though I hope you catch my drift. Anywy diplomacy is always present in games of war. It simply is a bit more subtle than research treaties and trading stuff.
    You still have to decide who to attack and when and who to ally yourseld with or who to leave for last. You can also talk to human players
    Don't knock it till you try it :P

  19. #69
    thesamonthemoon
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    Well, it fell off again, and I'm too lazy to go back to the hospital, so I just super-glued it back on.

    I joke of course.

    Yea, I supose flak and assault frigates would go into category 3.

    As for needing more than those three, yea we can add a few. The nice thing is though, that we can make it so that any old ship can build missile mounts, the same way as they can build laser mounts.

    I'm not sure how we should do the shields either.

    Now that you've confirmed that the tech tree is linear, I'll get to work on it.

  20. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #70
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    Yeah, it really is that linear... you could have doom stars without having researched any of the other fields, for example... its fun, a giant doom star armed with about 200 laser cannons... all missed because the targeting computer was crappy...

    Sam, the engine research makes sense, in MOO2 all ships were outfitted with the latest drive, you didnt have to build it on every single one. Oh and theres a typo, its "fusion" not "fussion".

    I'm not quite sure I understand what you guys mean in terms of customizing.. so will you be able to customize frigates?

    That mount idea is a cool one, it could simulate build space, for example the super-heavy mount needed for a stellar converter wont be found on a frigate.

    The fighter swarm idea is really cool, I think. In MOO2 you just launched the fighters but coulndt control them aftewards, right? So what if the fighter module is like a swarm frig from Cata? It has a bunch of fighters itll launch at targets, and itll rebuild them if they are destroyed. Also you wont be able to go interplanetary with those fighters. I would solve a lot of problems.

  21. #71
    komninosm
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    http://forums.relicnews.com/showthre...threadid=22146

    is the thread for swarmers with Moe.


    /EDIT:
    http://forums.relicnews.com/showthre...threadid=22170

    samonthemoon look at this thread! Important maybe about RU scripts.
    Last edited by komninosm; 15th Dec 03 at 6:15 AM.

  22. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #72
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    Kom, could you check out this thread please? Tel made a drone carrier, maybe we can use something like that for the fighter bays. However, I cant seem to make it work, the carrier doesnt show up in the build or research menus.
    http://forums.relicnews.com/showthre...threadid=22162

  23. #73
    thesamonthemoon
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    Oops @ the fusion typo.

    Here is what I mean by "customizing".

    You build a Type 1 frigate (which has a heavy mount and maybe a couple of point defense. You decide to make the point defenses light laser cannons, so you build those. You decide to make the Heavy mount a Heavy plasma gun. Possibly other subsystems are availible, and you can build them too if you like. Done with frigate.

    I think you should be able to customize all ships but fighters and corvettes.

    Ok, I've been buisy converting the MOO2 tech tree into doable HW2 format. I have finished the "Construction" tree. I'm typing it up now.

  24. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #74
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    Great. If you send it to moo2_mod at gmx dot net, I'll upload it.

  25. #75
    thesamonthemoon
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    Well, I might as well just post it here.

    Be warned: It's long
    -----------------------------------------------------------------------------------
    Construction-

    Engineering - 50 RP (note: you get this one for free at the start of the game)

    Star Base (ship or Planetary sub-system) - Armed orbital platform with production facilities allowing the planet to produce ships with a size greater than "medium". Should have a Command subsystem (or multiplier) that acts like a Fire Controll Tower. Repairs ships.
    Marine Barracks (planetary subsystem, also, transport subsystem) - A planetary (or transport) subsystem that has a capture multiplier.
    Colony Base - Not in the mod. Replaced with colony ship.

    Advanced Engineering - 80 RP

    Anti-Missile Rockets (weapon (and by weapon, I mean ship subsystem)) - Weapon that targets missiles.
    Fighter Bays (subsystem) - Thing that holds 4 interceptors (which are armed with your best beam weapon).
    Reinforced Hull (multiplier or subsystem) - Could be modeled either as a multiplier or as a subsystem. As a multiplier it would multiply all ship hulls by 200% (maybe 300%, not sure). I think we should do this one as a subsystem, and have it replace a ships heavy mount.

    Advanced Construction - 150 RP

    Automated Factorys (Multiplier or subsystem) - Multiplier, or subsystem with a multiplier, affecting planet build speed.
    Missile Base (planetary weapon subsystem) - A base that launches the best missile you have availible.
    Heavy Armor (multiplier or subsystem) - A 150% mutiplier to ship armour.

    Capsule Construction - 250 RP

    Battle Pods (subsystem) - Allows construction of an extra weapon on some ship hulls.
    Troop pods (multiplier or subsystem) - A 2x (I think) capture multiplier.
    Survival Pods - Not in the mod.

    Astro Engineering - 400 RP

    Space Port (multiplier or ship/subsystem) - Multiplier or ship/subsystem that adds 1.5X to RU income.
    Armor Barracks - Same as Marine Barracks, but better.
    Fighter Garrison (subsystem) - Holds 24 interceptors, 18 bombers, or 12 Heavy Fighters (which shall from hence forth be reffered to as "corvettes".)

    Robotics - 650 RP

    Robo Mining Plant (multiplier or subsystem) - Adds to build speed, and possibly RU income.
    Battle Station (ship or Planetary sub-system) - Like a Star Base, but better. Battle Stations have better sensor range than planetary arrays. Multiplies "Ship Attack" rating by 110%. Replaces the Star Base (possibly, the Battle Station is a research enabled upgrade for the Star Base)
    Powered Armor (Multiplier) - A capture multiplier.

    Servo Mechanics - 900 RP

    Advancd Damage Control (multiplier) - A ship regen speed multiplier.
    Assault Shuttles (subsystem) - Shuttle bay that holds shuttles that capture ships.
    Fast Missile Rack - Impossible to implement.

    Astro Construction - 1,150 RP

    Titan Construction (ships) - Alows you to build titan sized ships.
    Ground Battaries (subsystem) - Lots of planet based beam weapons.
    Battleoids (multiplier or subsystem) - Like Armor Barracks but more so.

    Advanced Manufacturing - 1,500 RP

    Recyclotron (multiplier or subsystem) - Adds to build speed.
    Automated Repair Unit (multiplier) - Another regen speed multiplier.
    Artificial Planet - Impossible to implement.

    Advanced Robotics - 2,000 RP

    Robotic Factory (multiplier or subsystem) - Adds to RU income.
    Bomber Bays (subsystem) - Thing that holds 4 bombers (which are armed with your best bomb).

    Tectonic Engineering - 3,500 RP

    Deep Core Mining (multiplier) - Adds to build speed and RU income.
    Core Waste Dumps - Like Recyclotron (adds to build speed)

    Superscalar Construction - 6,000 RP

    Star Fortress (ship or Planetary sub-system) - Better armed and with a better sensor range than the battle station. With a 120% multiplier to "Ship Attack". Replaces the Battle Station (possibly, the Star Fortress is a research enabled upgrade for the Battle Station)
    Advanced City Planning - May be impossible to implement. Allows you to build more citys on planets.
    Heavy Fighters (subsystem) - Thing that holds 4 Heavy fighters (which we will call "Corvettes"), which are armed with two of your best beams and two of your best torpedoes.

    Planetoid Construction - 7,500 RP

    Doom Star (ships) - Allows the constuction of Doom Star sized ships.
    Artemis System Net - Don't know how we should implement this one.
    -----------------------------------------------------------------------------------
    Total: 13 Researches. I supose we could make each application it's own research, but I think that would be a pain.

    Now a few miscalaneous ideas:

    Heavy Weapons and Speed: Really big weapons make the ship go slower. Makes sense to me.

    Species and government customization: I think it's possible. Basicaly, you get a few internal (not innate) subsystems on your home planet. You can only choose a certain number. Each one would represent racial characteritics (i.e. you can have one for extra RU income, one for capture speed, one for build speed etc.) You would never be able to change these, once they were built. Then you could have another internal subsystem representing government type, which might be changable (though it would take a long time).
    Last edited by thesamonthemoon; 15th Dec 03 at 5:29 PM.

  26. #76
    Caydr
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    That heavy weapons and speed thing is actually a MOO staple The way it worked, was that every extra system you put on a ship reduced its speed by a certain amount... So this is quite doable I bet

    Thanks for explaining it... doesn't sound *THAT* impossible now.

  27. #77
    thesamonthemoon
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    In fact, we can make it so that every system you put on a ship decreases it's speed (but heavy weapons more so).

    Note on RU income multiplier researches: I don't think I can implement these in the form of a simple "multiplier". We might have to make them subsystems.

    We have to decide, on a few researches, to implement them as either subsystems with multipliers, or as multipliers (which act from research) Some of them should be subsystems, but if we make them all like that, their might be too much clutter...

    Edit - The game type is just about finished, all I need to add is all the planet names (right now it calls on hgn_scout rather than each of the planets) and I also have to add all the subsystem multipliers.

    Unfortunately, my idea about building the same subsystem twice on the same ship didn't work. We'll have to think of something else...
    Last edited by thesamonthemoon; 15th Dec 03 at 9:41 PM.

  28. #78
    komninosm
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    About maxhealth subsystem multipliers I have made a thread in Tanis that says their bugged but nobody reads my threads
    j/k

    Other than that its ok we'll see what happens as we go along.
    I see you saw the RU script ok...
    And I don't think the swarmers idea is going to work is it?
    from the other link I gave.
    Hmm we could do assault shuttles from the infiltrator pods though ...

  29. #79
    komninosm
    Guest
    oh also remember that research multipliers work different that game multipliers (subsystems and ships).
    Research gives a new constant value and ignores the previous, while a subsystem multiplies what's already there.
    I hope I'm clear enough

    About subsystems since only cities will be the same name (as opposed to aito factory, robo miniers, etc) we could make city1 ,city2 and put only one in each hardpoint.
    Hmm those hardpoints are gonna fill up fast, only 9 choices per hardpoint alowed

  30. #80
    thesamonthemoon
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    You can have more than 9 choices per subsystem. It's unlimited to the best of my knowlege.

    Infiltraitor pods would work well as assault shuttles...

    I did read that thread by the way. All I can say is: :hmm:

    I suppose we can partially get around it by making them research multipliers...

    Research gives a new constant value and ignores the previous, while a subsystem multiplies what's already there.
    I hope I'm clear enough
    Nope. I'm afraid you lost me...
    Last edited by thesamonthemoon; 15th Dec 03 at 11:15 PM.

  31. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #81
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    Why doesnt swarming work? We gotta take a second look at it, it would solve a lot of problems. Maybe ask Tel?
    By the way, I think we will need to make a tutorial mission to explain the customization and build concepts to ppl who are unfamiliar with Moo2.

    Is there a way to edit the UI? Could we make it look more MOO-style?
    Oh and Sam, great job on the research thing, can I put it on the site?

  32. #82
    thesamonthemoon
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    Sure (@ the request to put it on the site).

    I don't have to much UI experiance, but I think it's possible.

    I have the "Power" tech tree thing written up too. Typing it up now.

    Edit - Done typing. This one isn't quite as long as the last one:
    -----------------------------------------------------------------------------------
    Power -

    Nuclear Fission - 50 RP

    Nuclear Drive - Lets You build ships with engines. Also, lets you move FTL (WTF?) at speed 2.
    Nuclear Bomb (weapon) - A weapon Module.

    Cold Fusion - 80 RP

    Colony Ship (ship) - Lets you colonize uninhabited planets.
    Transport Ship (ship) - Lets you take over enemy planets.
    Freighter (ship) - *shrug*
    Outpost Ship (ship) - Not in mod.

    Advanced Fussion - 250 RP

    Fussion Drive (multiplier) - Has a speed multiplier and a Hyperspace time (HST) multiplier (FTL speed is 3).
    Augmented Engines (subsystem) - Maybe not in the mod. Adds a speed multiplier at the cost of using up a weapon space.
    Fussion Bomb (weapon) - A weapon Module.

    Ion Fission - 900 RP

    Ion Drive (multiplier) - Has a speed multiplier and a Hyperspace time multiplier (FTL speed is 4).
    Ion Pulse Cannon (weapon) - Does EMP damage.
    Shield Capacitor (multiplier) - A 3x to regen time for shield subsystems.

    Anti-Matter Fission - 2,000 RP

    Anti-matter Drive (multiplier) - Has a speed multiplier and a Hyperspace time multiplier (FTL speed is 5).
    Anti-matter Torpedo (weapon) - A weapon Module.
    Anti-matter Bomb (weapon) - An unguided weapon

    Matter Energy Converson - 2,750 RP - I don't think this one should be in the mod, because I can't see how we could implement either of it's applications.

    Transporters - Not in mod.
    Food Replicator () - Not in mod.

    High Energy Distribution - 3,500 - Maybe we should make this one cost less, as it would only have one aplication

    High Energy Focus (multiplier) - Increases beam damage to 150% of normal.
    Energy Absorber - Not in mod.
    Megafluxers - Not in mod.

    Hyper Dimensional Fission - 4,500

    Proton torpedo (weapon) - Instant hit weapon.
    Hyper Drive (multiplier) - Has a speed multiplier and a Hyperspace time multiplier (FTL speed is 6).
    Hyper-X-Capacitors - Not in mod.

    Interphased Fission - 10,000 RP

    Interphased Drive (multiplier) - Has a speed multiplier and a Hyperspace time multiplier (FTL speed is 7).
    Plasma Torpedo (weapon) - A weapon Module.
    Neutronium Bomb (weapon) - Another weapon Module.
    -----------------------------------------------------------------------------------
    Total: 8 or 9 technologys.
    Last edited by thesamonthemoon; 16th Dec 03 at 11:58 AM.

  33. #83
    komninosm
    Guest
    I just had an idea about RU without scripts.
    What if we make the planets mostly hollow. Then inside them put an endless RU asteroid a special collector and a drop off point. Make the collector capacity say 1000 collevted in 20 seconds or something. Then we can simply use multipliers in cities and mines and other subsystems.
    What do you think about this?

    ResourceCollectionRate Modifies the rate at which a collector collects resources
    ResourceDropOffRate Modifies the rate at which a ship removes resources from a collector
    when it is docked.
    ResourceCapacity Modifies how many RUs a ship can store.

  34. #84
    komninosm
    Guest
    I only said that 9 thing about subsystems because I noticed that the hardpoint config function always used 9 "" which were either filled or left empty but never removed. I think I talked to mecha aboout it once. Have to dig that up though, it was a long time ago

    If you have a ship with 100 speed and you give it a research 1.25x then it becomes 125. If a new research gives it 1.5x it becomes 150. If a new research give it 1.4x it becomes 140.
    If you enter the ship in a multiplier radius (or thisshiponly) of 1.25x it becomes 125, but if it also enters another multiplier fieldradius of 1.5x then it becomes 100x1.25x1.5=187.5
    Also these kind of multipliers have maxcaps in tuning.lua and so I suggest we use research for engine speed and armor stuff(because maxhealth is broke). Except augmented engines which should take up space like you said.

    Colony Ship: can we make this different than transport? I don't see how it could be done.
    Bombs should be used only up close against planetary subsystems unless a ship has a transporter subsystem in which case we could use a special to increase range from maybe 1000m to 4000m. Does this sound good to you? And I don't see why we should not make them guided since they only attack planets and maybe rotation would screw their aim if we use that, can we btw?
    Megafluxers add more space we could intead give weapons a slight more firepower or something.
    Proton torpedo when you say instant you mean really really fast right?
    Hyper-X-Capacitors could give increased firerate or something but not really necassary.

    Finally I think we should change prices a bit and make research time equal/analogus to price. Then we change the research stuff in tuning.lua I told you about and we make each research ship/subsystem contribute 100% to research time. We could use isresearch=1 in both ships and subsystems I think, so we should use it in planets, planetsubsystem and maybe special ships.

  35. #85
    thesamonthemoon
    Guest
    The subsystem thing is from personal experiance. I have been able to give a ship more than 9.

    I don't see why we shouldn't use the RU script, seeing as how it's already practicaly writen (I still need to add all the resource adding subsystems).

    Colony Ship: can we make this different than transport? I don't see how it could be done.
    It would be done very sneakily.

    The game script would check to see if the transport is trying to capture any ships other than unowned planets, and if it was, it's capture ability would be multiplied by zero.

    By the way, what I'm doing at the moment on this mod, script wise, (other than the game script) is writing research.lua (based on the tech trees that I'm posting).

    Speaking of which, I'll be posting the "Chemistry" tech tree tomorow morning.

  36. #86
    komninosm
    Guest
    The RU thing was just an idea because you said you had problems with sobgroups or something.
    Anyway I thought it was a cool way to bypass all the unpleasantries. Even if we don't use it, I'd still like to know what you think of my idea on a purely academic basis

    Good work samon!

  37. #87
    thesamonthemoon
    Guest
    Well, sure it'd work... it would just be less convineint (you'd have to build collectors, rather than the RU being gotten automaticaly).

    Anyway, if you want a peek at the script, check out the "Capture the Megalith" mod, which I hope to have finished by tonight.

    It turns out that I didn't even need SobGroups.

    I'm typing up the Chem tech tree now, should be posted later today.
    Last edited by thesamonthemoon; 17th Dec 03 at 11:19 PM.

  38. #88
    komninosm
    Guest
    Good. I'll take a look.
    And I meant you only need 1 or 2 special collectors with the setup inside the planet. No more would be needed. Actually I was aiming at only 1 someway

    PS I'll be going on vacation this weekend so no more PC for almost 3 weeks

  39. #89
    thesamonthemoon
    Guest
    Doesn't sound like much of a vacation to me. :hmm:


  40. #90
    komninosm
    Guest
    Yeah but I get to see my friends and family and more importantly my girlfriend.
    And there are always net-cafes, last year we went there even on Xmas day
    The only thing that bothers me is that winter suddenly visited Greece/Hellas and I have to cross a water channel by ferryboat and then some high mountains with snow and bad roads. Last year I was particularly unlucky. It took me 20 hours of driving for a 7 hour course of 500km
    That was a nightmare. Even the main international highways were almost blocked off. I think I even damaged my steering with going too fast and too long on tyre-chains. At least I bought new tyres this year

  41. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #91
    Gimme your lunch money! Moe's Avatar
    Join Date
    Oct 2003
    Location
    #homeworld
    Well good luck then. Think you'll get some modding done ?

  42. #92
    Flame Carrier
    Guest
    No computer, friends, famely, girl friend..... we have lost one too the dark side

  43. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #93
    Gimme your lunch money! Moe's Avatar
    Join Date
    Oct 2003
    Location
    #homeworld
    Back on topic, I got a guy working on the website to make it look more sophisticated...

  44. #94
    thesamonthemoon
    Guest
    This one isn't quite so long:
    -----------------------------------------------------------------------------------
    Chemistry -

    Chemistry - 50 RP

    Nuclear Missile (weapon) - Everyone knows what nukes are... no explenation is required.
    Standard Fuel Cells and Titanium Armor - Both of these let you build ships.
    Extended Fuel Tanks - Not in mod.

    Advanced Metallurgy - 250 RP

    Tritanium Armor (multiplier) - A 2x max health multiplier given directly from research. Also adds a capture bonus.
    Deuterium Fuel Cells - Maybe we could have these extend the range of fighers? If not, this one is not in the mod.

    Advanced Chemistry - 650 RP

    Murculite Missile (weapon) - Big missile...
    Pollution Processor (multiplier or subsystem) - Buildspeed modifier

    Molecular Compression - 1,150 RP

    Pulson Missile (weapon) - A missile.
    Atmospheric Renewer (multiplier or subsystem) - Buildspeed modifier
    Iridium Fuel Cells - Same as Deuterium Fuel Cells but more so.

    Nano Technology - 2,000

    Nano Dissasemblers and Macrolite Construction (multiplier) - both of these are buildspeed modifiers.
    Zortrium Armor (multiplier) - A 3x max health multiplier given directly from research. Adds a significant capture bonus.

    Molecular Manipulation - 4,500 RP

    Zeon Missile (weapon) - An enourmous missle.
    Neutronium Armor (multiplier) - A 5x max health multiplier given directly from research. Adds a big capture bonus.
    Uridium Fuel Cells - Same as Iridium Fuel Cells but more so.

    Molecular Control - 10,000 RP

    Adamantium Armor (multiplier) - A 7x max health multiplier given directly from research. Adds a really big capture bonus.
    Thorium Fuel Cells - Same as Uridium Fuel Cells but more so.
    -----------------------------------------------------------------------------------

    Now that I'm done with "Capture the Megalith", I can get back to other mods.
    Last edited by thesamonthemoon; 18th Dec 03 at 9:42 PM.

  45. #95
    Member
    Join Date
    May 2003
    Location
    Elsewhere
    I have a complete tech tree nearly done, ill post it soon. However, are we going to be doing things by upgrade (research armor upgrade, all ships get beefier) or by subsystem (research armor upgrade, all your ships from then on can build the beefier armor). Im currently basing the tree on the subsystem principle

  46. #96
    thesamonthemoon
    Guest
    Well, that depends on the item in question. Armor will be done from research. Maybe not so for shields or other things. Quite a few things will be based in research though, to remove clutter.

    What is your tech tree by the way? Is it the same as mine?

    Oh, and I had two more miscalaneous ideas:

    1. This one seems obvious. We should give planets the hyperspace inhibitor property, so you can't just apear right next to them.

    2. I came up with a way to model MOO2 shields pretty closely:

    In MOO2, shields block a certain amount of damage from each shot. So, what we do to approximate them in homeworld, is give them a health equal to the amount of damage they stop, and give them a really short regen time (less than 15 seconds).

    That way, they block only the amount of health they are supposed to from each shot.
    Last edited by thesamonthemoon; 19th Dec 03 at 2:00 PM.

  47. #97
    Member
    Join Date
    May 2003
    Location
    Elsewhere
    Here is the tech tree with other mod ideas near the end. If you are a casual reader of this thread, skip to the end of this post.
    (sorry for the really long post)

    Tech Tree
    Biology

    Astro Biology : 80 RP
    Hydroponic farm (Building) Allows +1 Pop Sub, Decrease Pop Sub build time/cost
    Biospheres (Building) Increase planet size by 1

    Advanced Biology : 400 RP
    Cloning Center (Building) Decreases cost of pop subs
    Soil Enrichment (Special) Allows +1 Pop Sub, Decrease Pop Sub build time/cost
    Death Spores (System) Allows use of Death Spore Weapon

    Genetic Engineering : 900 RP
    Telepathic Training (Achievement) No Current Use
    Microbiotics (Achievement) Increases Pop sub armor vs. Bio weapons

    Genetic Mutations : 1150 RP
    Terraforming (Special) Allows Construction of Terraforming.

    Macro Genetics : 1500 RP
    Subterranean farms (Building) Allows +1 Pop Sub, Decrease Pop Sub build time/cost
    Weather Controller (Building) Allows +1 Pop Sub, Decrease Pop Sub build time/cost

    Evolutionary Genetics : 2750 RP
    Psionics (Achievement) No current use
    Heightened Intelligence (Achievement) All planets get 1 invis research sub

    Artificial Life : 4500 RP
    Bio Terminator (System) Allows use of Bio Terminator Weapon
    Universal Antidote (Achievement) Increases Pop Sub armor vs. Bio weapons

    Trans Genetics : 7500 RP
    Biomorphic Fungi (Achievement) Allows +1 Pop Sub, Decrease Pop Sub build time/cost
    Gaia Transformation (Special) Allows construction of Gaia Transformation.
    Evolutionary Mutation(Achievement) Tiny bonus to nearly everything

    Chemistry

    Nuclear Missle (System) 50 RP Allows use of Nuclear Missile Weapon
    Standard Fuel Cells (Ship) 50 RP Normal Functioning
    Extended Fuel tanks (System) 50 RP No Current Function
    Titanium Armor (Ship) 50 RP Allows construction of Titanium Armor Integral

    Advanced Metallurgy : 250 RP
    Deuterium Fuel Cells (Ship) Decreases Hyperspace cost
    Tritanium Armor (Ship) Allows construction of Tritanium Armor Integral

    Advanced Chemistry : 650 RP
    Merculite Missle (System) Allows use of Merculite Missile weapon
    Pollution Processor (Building) Decreases Construction Cost/Time

    Molecular Compression: 1150 RP
    Pulson Missle Allows use of Pulson Missile Weapon
    Atmospheric Renewer (Building) Decreases Construction Cost/Time
    Iridium Fuel Cells (Ship) Decreases Hyperspace Cost

    Nano technology : 2000 RP
    Nano Disassemblers (Achievement) Decrease Construction Cost/Time
    Microlite Constructions (Achievement) Decrease Construction Cost/Time
    Zortrium Armor (Ship) Allows construction of Zortrium Armor Integral

    Molecular Manipulation : 4500 RP
    Zeon Missle (System) Allows Use of Zeon Missile Weapon
    Neutronium Armor (Ship) Allows construction of Neutronium Armor Integral
    Uridium Fuel Cells (Ship) Decrease Hyperspace Cost

    Molecular Control : 10000 RP
    Thorium Fuel Cells (Ship) Free Hyperspace
    Adamantium Armor (Ship) Allows construction of Adamantium Armor Integral

    Hyper-Advanced Chemistry : 25000 + RP
    None

    Construction

    Colony Base (Special) 50 RP No Current Use
    Star Base (Satelite) 50 RP Allow Construction of Star base Building
    Marine Barracks (Building) 50 RP Increase Planetary Capture resistance

    Advanced Engineering : 80 RP
    Anti-Missle Rockets (System) Allow use of Anti-Missile Rockets Weapon
    Fighter bays (System) Allow use of Fighter Bays, Allow construction of Fighters
    Reinforced Hull (System) Allow use of Reinforced hull subsystem

    Advanced Construction : 150 RP
    Automated Factories (Building) Decrease Construction Cost/Time
    Missle Base (Building) Allow construction of Missle Base Building
    Heavy Armor (System) Allow use of Heavy Armor Subsystem

    Capsule Construction : 250 RP
    Battle Pods (System) Allow construction of Expanded I ship types, Expanded III with Megafluxers
    Troop pods (System) Allow use of Troop pods subsystem
    Survival Pods (System) No current use

    Astro Engineering : 400 RP
    Space port (Building) Allow Construction of Spaceport Building
    Armor Barracks (Building) Increase Planetary Capture resistance
    Fighter Garrison (Building) Allow construction of Fighter Garrison Building

    Robotics : 650 RP
    Robo Mining Plant (Building) Decrease Construction Cost/Time
    Battlestation (Satelite) Allows construction of Battlestation Building
    Powered Armor (Equipment) Increase Capture Resistance/Ability

    Servo Mechanics : 900 RP
    Fast Missle Racks (System) Allow use of Fast Missile Racks Subsystem
    Advanced damage Control (Achievement) Allow use of Advanced Damage Control subsystem
    Assault Shuttles (System) Allow Construction of Assault Shuttles

    Astro Construction : 1150 RP
    Titan Construction (Ship) Allow construction of Titan-Class Vessels
    Ground Batteries (Building) Allow construction of Ground Batteries Building
    Battleoids (Equipment) Increase Planetary Capture resistance

    Advanced Manufacturing : 1500 RP
    Recyclotron (building) Unknown Function
    Automated Repair Unit (System) Allow use of Automated Repair unit subsystem
    Artificial Planet Construction (Special) Allow construction of planets, Allows construction of Stellar Scaffolding

    Advanced Robotics : 2000 RP
    Robotic factory (Building) Decrease Construction Cost/time
    Bomber Bays (System) Allow construction of Bombers

    Tectonic Engineering : 3500 RP
    Deep Core Mine (Building) Decrease Construction Cost/time
    Core Waste Dumps (Building) Decrease Construction Cost/time

    Superscalar Construction : 6000 RP
    Star Fortress (Satelite) Allow Construction of Star Fortress Building
    Advanced City Planning (Achievement) Increase Planet size by 20%
    Heavy Fighters (System) Allow Construction of Heavy fighters

    Planetoid Construction : 7500 RP
    Doom Star Construction (Ship) Allow Construction of Doom Star-Class ships
    Artemis System Net (Satelite) Allow Construction of Artemis System Defense Network

    Computers

    Electronic Computer (Ship) 50 RP Allow construction of Electronic Computer Integral

    Optronics : 150 RP
    Research Laboratory (Building) Allow Construction of Research Laboratories
    Optronic Computer (Ship) Allow construction of Optronic Computer Integral, Increase Missile Tracking
    Dauntless Guidance System (System) Unknown Function

    Artificial Intelligence : 400 RP
    Neural Scanner (Achivement) No current function
    Scout Lab (System) Allow use of Laboratory Subsystems
    Security Stations (System) Increase Ship Capture resistance

    Positronics : 900 RP
    Positronic Computer (Ship) Allow construction of Positronic Computer Integral, Increase Missile Tracking
    Planetary Supercomputer (Building) Allow Construction of Planetary Supercomputer
    Holo Simulator (Building) No current function

    Artificial Consciousness : 1500 RP
    Emmisions Guidance System (System) Increase Missile tracking
    Rangemaster Targeting unit (System) Unknown Function
    Cyber Security Link (Achivement) No current Function

    Cybertronics : 2750 RP
    Cybertronic Computer (Ship) Allow construction of Cybertronic Computer Integral, increase missile tracking
    AutoLab (building) Allow construction of Autolab
    Structural Analyser (System) Allow use of Structural Analyzer subsystem

    Cybertechnics : 3500 RP
    Andrioid Farmer (Android) Decrease Pop Sub build time/cost
    Android Worker (Android) Allow construction of Android Worker Community
    Android Scientist (Android) Allow construction of Android Scientist Community

    Galactic Networking : 4500 RP
    Galactic Cybernet All planets get 1 invis research sub
    Virtual Rality network No current function

    Moleculartronics : 6000 RP
    Achilles Targeting Unit Allow construction of Achillies Targeting Unit subsystem
    Molecular Computer Allow construction of Moleculartronic Computer Integral, increase missile tracking
    Pleasure Dome No current Function

    Physics

    Laser cannon (System) 50 RP Allow use of laser weapons
    Laser Rifle (Equipment) 50 RP Normal functioning
    Space Scanner (Achievement) 50 RP Normal Functioning

    Fusion Physics : 150 RP
    Fusion Beam (System) Allow use of Fusion Beam Weapons
    Fusion Rifle (Equipment) Increase Capture ability/resistance

    Tachyon Physics : 250 RP
    Tachyon Communications (Achievement) No current function
    Tachyon Scanner (Achievement) Increase Sensor range
    Battle Scanner (System) No current function

    Neutrino Physics : 900 RP
    Neutron Blaster (System) Allow use of Neutron Blaster Weapons
    Neutron Scanner (Achievement) Increase Sensor range

    Artificial Gravity : 1150 RP
    Tractor Beam (System) Allow use of Tractor beam weapons
    Graviton Beam (System) Allow use of Graviton beam weapons
    Planetary Gravity Generator (Building) No current function

    Subspace Physics : 1500 RP
    Subspace Communications (Achievement) No current function
    Jump Gate (Achievement) Allow construction of Jump gates

    Multi-Phased Physics : 2000 RP
    Phasors(System) Allow use of Phasor Weapons
    Phasor Rifle (Equipment) Increase Capture Ability/resistance
    Multi-Phased Shields (System) Allow construction of Multi-Phased Shields subsystem

    Plasma Physics : 3500 RP
    Plasma Cannon (System) Allow use of Plasma Cannon Weapons
    Plasma Rifle (Equipment) Increase Capture Ability/resistance
    Plasma Web (System) No current function

    Multi-Dimensional Physics : 4500 RP
    Disruptor Cannon (System) Allow use of Disruptor Cannon Weapons
    Dimensional Portal (Satelite) If Applicable, allows construction of Dimensional Portal building

    Hyper-Dimensional Physics : 6000 RP
    Hyperspace Communications (Achievement) No Current Functions
    Sensors (Achievement) Hyperspace sensors, increase sensor range
    Mauler Device (System) Allow use of Mauler Device Weapons

    Temporal Physics : 15000 RP
    Time Warp Facillitator (System) Allow use of Time warp facilitator Subsystem
    Stellar Converter (Building/System) Allow construction of Stellar converter Building, allow use of Stellar converter weapon
    Star Gate (Achievement) Allow construction of Star Gates

    Power

    Nuclear Fission (General) : 50 RP
    Nuclear Drive (Ship) Allow construction of Nuclear Drives Integral
    Nuclear Bomb (System) Allow use of Nuclear Bomb weapons

    Cold Fusion (General) : 80 RP
    Colony Ship (Ship) No current use
    Freighters (Ship) No current use
    Outpost Ship Allow construction of Outpost Ships
    Transport Ship Allow construction of Transports/Colony ships

    Advanced Fusion : 250 RP
    Fusion Drive (Ship) Increase missile movement, Allow construction of Fusion Drives Integral
    Fusion Bomb (System) Allow use of Fusion Bomb Weapon
    Augmented Engines (System) Allow use of Augmented Engine Subsystem

    Ion Fission : 900 RP
    Ion Drive (Ship) Increase missile movement, Allow construction of Ion Drives Integral
    Ion Pulse Cannon (System) Allow use of Ion Pulse Cannon Weapon
    Shield Capacitor (System) Allow use of Shield Capacitor Subsystem

    Anti-Matter Fission : 2000 RP
    Anti-Matter Drive (Ship) Increase missile movement, Allow construction of Anti-Matter Drives Integral
    Anti-Matter Torpedoes (System) Allow use of Anti-Matter Torpedoes weapon
    Anti-Matter Bomb (System) Allow use of Anti-Matter Bomb weapon

    Matter-Energy Conversion : 2750 RP
    Transporter (System) No Current Function
    Food Replicators (Building) Allows +1 Pop Sub, Decrease Pop Sub build time/cost

    High Energy Distribution : 3500 RP
    High Energy Focus (System) Allows use of High Energy Focus Subsystem
    Energy Absorber (System) Unknown Function
    MegaFluxers (Achievement) Allows construction of Expanded type II and III (with Battlepods) ships

    Hyper-Dimensional Fission : 4500 RP
    Proton Torpedo (System) Allows use of Proton Torpedoes weapon
    Hyper Drive (Ship) Increase missile movement, Allow construction of Hyper Drives Integral
    Hyper-X-Capacitors (System) Allow use of Hyper-X Capacitors subsystem

    Interphased Fission : 10000 RP
    Interphased Drive (Ship) Increase missile movement, Allow construction of Interphased Drives Integral
    Plasma Torpedo (System) Allows use of Plasma Torpedo weapon
    Neutronium Bomb (System) Allows use of Neutronium Bomb weapon

    Sociology

    Military Tactics : 150 RP
    Space Academy (Building) Allows construction of Command Center Building

    Xeno Relations: 650 RP
    Xeno Psychology (Achievement) No current function
    Alien Management Center (Building) Stops Population sub loss on world capture

    Macro Economics : 1150 RP
    Planetary Stock Exchange (Building) Increase RU income

    Teaching Methods : 2000 RP
    Astro University (Building) Decreases Construction Cost/Time, Decrease Pop Sub build time/cost, All planets get 1 invis research sub

    Advanced Goverment : 4500 RP
    Imperium (Achievement) Unknown Function
    Confederation (Achievement) Unknown Function
    Federation (Achievement) Unknown Function
    Galactic Unification (Achievement) Unknown Function

    Galactic Economics : 6000 RP
    Galactic Currency Exchange (Achievement)Increase RU income

    Hyper-Advanced Sociology : 25000 + RP
    None

    Force Fields

    Advanced Magnetism : 250 RP
    Class I Shield (Ship) Allow construction of Class I Shield Integral
    Mass Driver (System) Allow use of mass driver weapon
    ECM Jammer (System) Allow use of ECM jammer subsystem

    Gravitic Fields : 650 RP
    Anti-Grav Harness (Equipment) Increase Capture ability/resistance
    Inertial Stabilizer (System) Allow use of Inertial Stabilizers
    Gyro Destabilizer (System) No current function

    Magneto Gravitics : 900 RP
    Class III Shield ( Ship) Allow construction of Class III Shield Integral
    Planetary Radiation Shield (Building) Allow construction of Planetary Radiation Shields building
    Warp Dissipator (System) No current function

    Electromagmetic Refraction : 1500 RP
    Stealth Field (System) No current function
    Personal Shield (Equipment) Increase capture ability/resistance
    Stealth Suit (Achievement) No current function

    Warp Fields : 2000 RP
    Pulsar (System) Allow use of Pulsar Weapon
    Warp Field Interdictor (building) Allow construction of Warp Field Interdictor Building
    Lightning Field (System) Allow use of Lighting Field Subsystem

    Subspace Fields : 2750 RP
    Class V Shields (Ship) Allow construction of Class V Shield Integral
    Multi-Wave ECM Jammer (System) Allow use of Multi-Wave ECM Jammer subsystem
    Gauss Cannon (System) Allow use of Gauss cannon weapon

    Distortion Fields : 3500 RP
    Cloaking Device (System) Allow use of Cloaking Device subsystem
    Stasis Field (System) No current function
    Hard Shields Allow use of Hard Shields subsystem

    Quantum Fields : 4500 RP
    Class VII Shield ( Ship) Allow construction of Class VII Shield Integral
    Planetary Flux Shield (Building) Allow construction of Planetary Flux Shields building
    Wide Area Jammer (System) Allow use of Wide Area Jammer Subsystem

    Transwarp Fields : 7500 RP
    Displacement Device (System) Allow use of Displacement Device Subsystem
    Subspace Teleporter (System) No current function
    Inertial Nullifier (System) Allow use of Inertial Nullifier Subsystem

    Temporal Fields : 15000 RP
    Class X Shields (Ship) Allow construction of Class X Shield Integral
    Planetary Barrier Shield (Building) Allow construction of Planetary Barrier Shields building
    Phasing Cloak (System) Allow construction of Phasing cloak device


    Buildings:
    Star base? Allows construction of Destroyer, Cruiser, and Battleship ships
    Is equipped with 6 latest beam weapons, and the best armor and shields
    Battlestation Replaces Starbases. Allows construction of Titan ships with appropriate tech.
    Is equipped with 12 latest beam weapons, and the best armor and shields
    Star Fortress Replaces Starbases/Battlestations.
    Is equipped with 18 latest beam weapons, and the best armor and shields
    Missile Base Places 12 of the latest missile launchers on the planet.
    Ground Batteries Places 12 of the latest Hvy Beam weapons and 6 of the latest PD weapons on the planet
    Fighter Garrison Gives the planet a Hanger of 24 squads. If possible, comes with 6 squads.
    Stellar Converter Places a Stellar Converter on the planet
    Planet Radiation Shd. Creates a damageable Shielding subsystem around the planet
    -or- Change all buildings armor family to *original*shd1
    -or- Increase all buildings armor
    Planet Flux Shd. Replaces Planet R. Shd. Creates a damageable Shielding subsystem around the planet
    -or- Change all buildings armor family to *original*shd2
    -or- Increase all buildings armor
    Planet Barrier Shd. Replaces Planet R. or F. Shd. Creates a damageable Shielding subsystem around the planet
    -or- Change all buildings armor family to *original*shd3
    -or- Increase all buildings armor
    Spaceport Increases RU income and allows construction of Destroyers on planet
    Artemis Defense Net. Creates a Sphere of Defense Buoys
    -or- Gives the planet long range minelaying ability
    Research Lab Acts as a Research Module
    Planetary Supercomputer Acts as a Research Module
    Autolab Acts as 2 Research Modules
    Jump Gates Acts as a Hyperspace Gate.
    Star Gates Acts as a Hyperspace Gate. They are near free so they can be retired and rebuilt for relinking
    Command Center Acts as a Fire Control Tower for the system

    Ship Types:
    Stellar Scaffolding Nearly immobile. Can build Planets and Doom Stars with appropriate techs.
    Transports Receives Applicable upgrades automatically. Can Colonize/Invade Planets.
    Interceptors(4) Receives Applicable upgrades automatically. Has one unturreted PD weapon of the latest type
    Bomber(4) Receives Applicable upgrades automatically. Has one of the latest Bombs. Can be used on capital ships.
    Heavy Fighter(4) Receives Applicable upgrades automatically. Has 2 unturreted PD weapons of the latest type and one Bomb.
    Assault Shuttles(4) Receives Applicable upgrades automatically. Can capture ships. Has very little capture power.
    Frigate Can hold 2 subsystems/weapons +integrals
    Frigate ex. I Can hold 3 subsystems/weapons +integrals
    Frigate ex. II Can hold 3 subsystems/weapons +integrals
    Frigate ex. III Can hold 4 subsystems/weapons +integrals
    Destroyer Can hold 4 subsystems/weapons +integrals
    Destroyer ex. I Can hold 6 subsystems/weapons +integrals
    Destroyer ex. II Can hold 5 subsystems/weapons +integrals
    Destroyer ex. III Can hold 7 subsystems/weapons +integrals
    Cruiser Can hold 8 subsystems/weapons +integrals
    Cruiser ex. I Can hold 12 subsystems/weapons +integrals
    Cruiser ex. II Can hold 10 subsystems/weapons +integrals
    Cruiser ex. III Can hold 14 subsystems/weapons +integrals
    Battleship Can hold 10 subsystems/weapons +integrals
    Battleship ex. I Can hold 15 subsystems/weapons +integrals
    Battleship ex. II Can hold 12 subsystems/weapons +integrals
    Battleship ex. III Can hold 17 subsystems/weapons +integrals
    Titan Can hold 12 subsystems/weapons, 1 Large Equipment +integrals
    Titan ex. I Can hold 18 subsystems/weapons, 1 Large Equipment +integrals
    Titan ex. II Can hold 15 subsystems/weapons, 1 Large Equipment +integrals
    Titan ex. III Can hold 18 subsystems/weapons, 2 Large Equipment +integrals
    Doom Star Can hold 16 subsystems/weapons, 3 Large Equipment +integrals
    Doom Star ex. I Can hold 24 subsystems/weapons, 3 Large Equipment +integrals
    Doom Star ex. II Can hold 20 subsystems/weapons, 3 Large Equipment +integrals
    Doom Star ex. III Can hold 24 subsystems/weapons, 4 Large Equipment +integrals


    Large Equipment:
    Large Hangar Bay Hangar Bay for 12 Squads
    Transport Bay Allows the Vessel to Colonize/Capture planets.
    Stellar Converter Can not fit on normal weapon mount, can damage/destroy Planets
    Manufacturing Bay Allows construction of Frigates, Fighters
    Enhanced Manufacturing Allows construction of Destroyers, Requires Manufacturing bay
    Heavy Weapons Battery Adds 12 Hvy weapons of the designated type on the ship
    Weapons Battery Adds 24 weapons of the designated type on the ship
    Point Defense Battery Adds 24 PD weapons of the designated type on the ship


    Integrals:
    (Note: Before basic integrals, the spaceframes have 1/10 values. That is why all the integrals have such large multipliers)
    Titanium Armor Multiplies ship armor by 10x
    Tritanium Armor Multiplies ship armor by 20x
    Zortrium Armor Multiplies ship armor by 30x
    Neutronium Armor Multiplies ship armor by 40x
    Adamantium Armor Multiplies ship armor by 50x
    Xentronium Armor* Multiplies ship armor by 100x

    Electronic Comp. Multiplies ship acc. by 10x
    Optronic Comp. Multiplies ship acc. by 20x
    Positronic Comp. Multiplies ship acc. by 30x
    Cybertronic Comp. Multiplies ship acc. by 40x
    Moleculartronic Comp. Multiplies ship acc. by 50x

    Nuclear Drives Multiplies ship speed/hyperspeed by 10x
    Fusion Drives Multiplies ship speed/hyperspeed by 20x
    Ion Drives Multiplies ship speed/hyperspeed by 30x
    Anti-Matter Drives Multiplies ship speed/hyperspeed by 40x
    Hyper Drives Multiplies ship speed/hyperspeed by 50x
    Interphased Drives Multiplies ship speed/hyperspeed by 60x

    Class I Shields Multiplies ship shields by 10x -or- Changes armor type to *original*CI
    Class III Shields Multiplies ship shields by 30x -or- Changes armor type to *original*CIII
    Class V Shields Multiplies ship shields by 50x -or- Changes armor type to *original*CV
    Class VII Shields Multiplies ship shields by 70x -or- Changes armor type to *original*CVII
    Class X Shields Multiplies ship shields by 100x -or- Changes armor type to *original*CX


    Projectile/Beam Weapons
    Most projectile/beam weapons come in three forms: Normal, Heavy, and Point Defense
    A normal weapon sub has 2 guns
    A Heavy only has one, with 5x damage, .5x RoF, .33x Turret rotation, and 2x range. They cannot fire at fighters or missiles
    A Point Defense also has two, with .25x damage, 2x RoF, 3x turret rotation, .5x range. They have 3x accuracy vs. fighters/missiles
    Base damage, rof, range, turret rotation, and accuracy are determined by the weapon used.

    Exceptions to the Rule
    Mass Driver: Pierces Shields
    Gauss Cannon: Pierces Shields
    Particle Beam*: Pierces Shields
    Graviton Beam: These deal more damage to larger targets. Cannot be placed on a Point Defense Mount
    Ion Pulse Cannon: Does EMP Damage. Cannot be placed on a Point Defense Mount
    Plasma Cannon: Cannot be placed on a Point Defense Mount
    Stellar Converter: Needs a large equipment mount. Only has a Heavy form
    Mauler Device: Cannot be placed on a Point Defense Mount

    Missile Weapons
    Missiles are automatically upgraded upon getting new drive or computer tech. They fire in volleys of 4, and have a long delay between volleys

    Torpedoes
    All torpedoes have 100% accurate tracking. They also dissipate in three stages. They fire one at a time.

    Dropped Weapons
    Bombs can only be used on buildings or population. This includes space stations of all kinds.
    Neutronium Bombs can destroy planets after prolonged bombardment.
    Biological weapons can only be used on population subs.
    Bioweapons also do disabling damage.

    Other Weapons:
    Pulsars and Spatial Compressors*: Create a sphereburst around the ship. They do more damage the larger the target. Fighters/Missiles take no damage.
    Tractor Beams: These deal no damage and have a strong negative push value
    Anti Missile Rockets: These act as missiles that can only strike other missiles. They fire in a constant stream instead of volleys



    Subsystems
    Fighter Bays: Allows the ship to hold 1 squad of Fighters. Many of these bays can be placed on board a vessel.
    Reinforced Hull: Multiplies the ships armor by 1.5x
    Heavy Armor: Multiplies the ships armor by 1.5x
    Troop Pods: Multiply ship capture ability/resistance by 2x
    Fast Missile Racks: Multiply ship missile weapon RoF by 2x
    Advanced Damage Control: Multiply repair time by .75
    Automated Repair Unit: Multiply repair time by .5
    Laboratory: Counts as a research subsystem
    Structural Analyzer: Multiply all ship weapons damage by 1.25x
    Achillies Targeting Unit: Multiply all ship weapons damage by 1.5x
    Multiphased Shields: Multiply Shield strength by 1.5x -or- No Function
    Time Warp Facilitator: Multiply all ship weapons RoF and ship speed by 2x, multiply ship repair time by .5x
    Augmented Engine: Multiply ship speed by 1.25x
    Shield Capacitor: Multiply Shield regeneration time by .5x -or- No function
    High Energy Focus: Multiply ship beam weapon damage and range by 1.5x
    Hyper-X Capacitor: Multiply ship beam weapon RoF by 2x
    ECM Jammer: Changes Accuracy family to *original*ECM
    Inertial Stabilizers: Multiply turning rate by 2x
    Lightning Field: Fires Short range “lightning bolts” at fighters and missiles. Very high RoF, very inaccurate
    Multi-Wave ECM Jammer: Changes Accuracy Family to *original*MWECM
    Cloaking Device: Gives the ship the cloak ability
    Hard Shields: Makes shields block piercing weapons -or- Changes Armor family to *original*C*shield value*H
    Wide Area Jammer: Changes Accuracy Family to *original*MWECM, Changes nearby ships Accuracy family to *original*ECM
    Displacement Device: Changes Accuracy Family to *original(includes ECM or MWECM)*D
    Inertial Nullifier: Ship now turns on a dime
    Phasing Cloak Device: Gives the ship an Area-Effect Cloaking ability


    As I was finishing this up, I realized the fact that unless we overcome the one subsystem limitation, most of this just became invalid. I suppose for weapons an alternate solution would be to have a primary and secondary weapon subsystem, each one providing multiple guns of that type. Also, with the Maxhealth problem pointed out by komnisonm, there would have to be some form of scripting to get the armor and some subsystems to work. I don’t know how possible some of the things I asked for are, but tell me what you think.
    Apologies again for the really long post
    Note: How are we getting shields to work? I was thinking they either change the armor family of the shielded vessel, or the subsystem kind
    To sam: yes with the hyper inhibitor, and an even greater radius if they have a warp interdictor. And yes, my tech tree needs revising because it has way too much clutter. I'll be posting an updated one eventually

  48. #98
    thesamonthemoon
    Guest
    OMFG!!!!!!!

    How long did you spend on that!!

    It's great!

    Some of the things you list as subsystems could more easily be implemented as multipliers given from research, but other than that, nice.

    Mainly what I'm thinking here is the Integral subsystems. All of those could come from research, except maybe shields.

    :moo:

  49. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #99
    Gimme your lunch money! Moe's Avatar
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    Wow, Magus, didnt your fingers fall off from all that typing? Great work, the whole tech tree converted. We need to synchronise your and sams ideas. This looks pretty cool.

    For the Artemis thing, we should make sure this doesnt get too powerful, we dont want whole fleets wiped out in gigantic mine fields...
    I like sams idea of using corvettes as heavy fighters.

    Is there a way to make missiles targetable? If not we will need to come up with a new missile concept.

  50. #100
    thesamonthemoon
    Guest
    Yes, missiles can be targetable (remember the Escort frigate from the Underwater mod?, Although I am having some problems with the escort, it still shoots at missiles properly.)

    As for the corvette/fighter thing, it's really only a matter of what you call them.

    Actually, to save space, I recomend we put the Corvette in the same build menu as the fighters (this should clear up the UI slightly).

    Oh, and Magus, some of your numbers are somewhat off:
    Integrals:
    (Note: Before basic integrals, the spaceframes have 1/10 values. That is why all the integrals have such large multipliers)
    Titanium Armor Multiplies ship armor by 10x
    Tritanium Armor Multiplies ship armor by 20x
    Zortrium Armor Multiplies ship armor by 30x
    Neutronium Armor Multiplies ship armor by 40x
    Adamantium Armor Multiplies ship armor by 50x
    Xentronium Armor* Multiplies ship armor by 100x

    Electronic Comp. Multiplies ship acc. by 10x
    Optronic Comp. Multiplies ship acc. by 20x
    Positronic Comp. Multiplies ship acc. by 30x
    Cybertronic Comp. Multiplies ship acc. by 40x
    Moleculartronic Comp. Multiplies ship acc. by 50x

    Nuclear Drives Multiplies ship speed/hyperspeed by 10x
    Fusion Drives Multiplies ship speed/hyperspeed by 20x
    Ion Drives Multiplies ship speed/hyperspeed by 30x
    Anti-Matter Drives Multiplies ship speed/hyperspeed by 40x
    Hyper Drives Multiplies ship speed/hyperspeed by 50x
    Interphased Drives Multiplies ship speed/hyperspeed by 60x
    First of all, you can't even build ships until you have Lvl 1 systems in these categorys, so you can chop off the 10X.
    Second, the actual values are somewhat differant:

    Titanium Armor Multiplies ship armor by 1x
    Tritanium Armor Multiplies ship armor by 2x
    Zortrium Armor Multiplies ship armor by- I dunno
    Neutronium Armor Multiplies ship armor by 5x
    Adamantium Armor Multiplies ship armor by 7x
    Xentronium Armor* Multiplies ship armor by- not sure

    and for engines

    Speed Ranges 3-7:

    Nuclear: Default (1)
    Fussion: 1.6
    Ion: 2
    Antimatter: 2.5
    Hyper: 2.6
    Interphased: 3.5

    Speed Ranges 8-15:

    Nuclear: Default (1)
    Fussion: 1.15
    Ion: 1.3225
    Antimatter: 1.5
    Hyper: 1.7
    Interphased: 2

    Speed Ranges 15-20:

    Nuclear: Default (1)
    Fussion: 1.12
    Ion: 1.23
    Antimatter: 1.35
    Hyper: 1.47
    Interphased: 1.6

    Other than that, everything looks ok so far.

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