More specials /techs / ship designs

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

Moderator: Oberlus

Message
Author
Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

More specials /techs / ship designs

#1 Post by Zireael »

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

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: More specials /techs / ship designs

#2 Post by eleazar »

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.
The robotic growth specials-- at least for now can be used to boost industry instead.

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: More specials /techs / ship designs

#3 Post by Zireael »

eleazar wrote:
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.
The robotic growth specials-- at least for now can be used to boost industry instead.
But still, a special analogous to Mineral Rich or Computronium Moon would be nice.

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.

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: More specials /techs / ship designs

#4 Post by eleazar »

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.
Um, no i don't.

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: More specials /techs / ship designs

#5 Post by Zireael »

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.

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: More specials /techs / ship designs

#6 Post by eleazar »

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.
Oh, i see.

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.

marhawkman
Large Juggernaut
Posts: 938
Joined: Fri Jan 20, 2006 9:34 pm
Location: GA

Re: More specials /techs / ship designs

#7 Post by marhawkman »

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.
Computer programming is fun.

Nemesis
Space Krill
Posts: 9
Joined: Mon Apr 02, 2012 7:54 pm

Re: More specials /techs / ship designs

#8 Post by Nemesis »

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

User avatar
Bigjoe5
Designer and Programmer
Posts: 2058
Joined: Tue Aug 14, 2007 6:33 pm
Location: Orion

Re: More specials /techs / ship designs

#9 Post by Bigjoe5 »

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
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.
Warning: Antarans in dimensional portal are closer than they appear.

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: More specials /techs / ship designs

#10 Post by Zireael »

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.
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
Large Juggernaut
Posts: 938
Joined: Fri Jan 20, 2006 9:34 pm
Location: GA

Re: More specials /techs / ship designs

#11 Post by marhawkman »

Bigjoe5 wrote:
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
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.
How do snowflakes evolve? I captured a nest but my snowflake hasn't evolved yet.

Oh and asteroid hulls are among the best in the game. Expensive to start making though.
Computer programming is fun.

User avatar
eleazar
Design & Graphics Lead Emeritus
Posts: 3858
Joined: Sat Sep 23, 2006 7:09 pm
Location: USA — midwest

Re: More specials /techs / ship designs

#12 Post by eleazar »

marhawkman wrote:How do snowflakes evolve? I captured a nest but my snowflake hasn't evolved yet.
You need to research "Domesticated Mega-Fauna"-- then wait a random amount of time for one to mature.

marhawkman
Large Juggernaut
Posts: 938
Joined: Fri Jan 20, 2006 9:34 pm
Location: GA

Re: More specials /techs / ship designs

#13 Post by marhawkman »

Oh, well I have 3 now, and I'll double check but I think I have the tech already.
Computer programming is fun.

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: More specials /techs / ship designs

#14 Post by Zireael »

Can Asteroids have Natural tunnels? It fits thematically.
Good idea.
2) Option to build hidden bases in asteroid fields
Also a good idea.

---------------------------
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

Zireael
Space Dragon
Posts: 429
Joined: Mon Aug 15, 2011 5:33 pm

Re: More specials /techs / ship designs

#15 Post by Zireael »

(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:

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"
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:

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 99 times

Post Reply