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This is a simple mod that aims to create a more board-game-like random combat result. Right now the mod is multi-player only. Single player games are not yet supported.
Mod features v 0.1
-3 different ship sizes, each with its own strengths and weaknesses
-large defense bases
-minerals only economy
-40% to hit chance for all ships
The AI is not yet functional. An AI empire added to a game does nothing.
The game generates a couple of error messages when a new game is being put together. These errors do not affect gameplay.
Eventually I would like to add:
-Fully functional AI
-Space monsters
-Organics and rads that function like 'bonus resources'
-Stellar phenomena that can be captured/mined for organics and rads
-Low-maintenance patrol ships
-More facility options, like higher cost/higher effeciency miners
-Experienced leaders add empire wide or system wide bonuses
-Monuments that unlock new abilities once built
-Facilities that can be carried from planet to planet
1. Added - Movement bonus to weapon components to reduce combat length.
2. Changed - Reduced system size to improve performance.
3. Changed - Society types.
4. Changed - Only one government type is used.
5. Changed - Reduced number of objects in system to improve performance.
6. Added - Fleets with legendary experience add empire wide bonuses.
7. Changed - Ships only gain experience from killing enemy ships/bases.
8. Changed - Fleets gain experience from damaging/killing enemy ships, bases and facilities.
9. Changed - Score is computed differently.
10. Added - Planets now have various innate abilities and penalties.
11. Changed - Construction queues must store up SY time in order to use emergency build.
12. Changed - Larger planets are more rare than smaller ones.
13. Changed - Ships in asteroid fields cost more to maintain.
14. Changed - Ships in storms are more expensive to maintain.
15. Added - AI friendly quadrant type with no nebulae or asteroid systems.
10) In the mod's StellarAbilityTypes.txt, I gave the "Normal Planet" type many abilities, like increasing /decreasing: available space, reproduction, and maintenance. The goal was to make it so no two planets of equal size and type are identical.
11) When you check the "Emergency build" option, the yard goes into 50% build, and when you uncheck the option it goes into 150% build for the same number of turns you were in 50% build. I meant to rename the option, but I forgot. Many of my favorite SE4 mods use this system, which is why I chose to use it in this mod. Back to top
1.Added - Gunboats and Mobile facilities.
2.Changed - Lovers society type now increases reproduction.
3.Changed - Increased maximum planet cargo space by 10x.
4.Added - More planetary abilities and penalties.
5.Added - Abilities for Normal warp points.
6.Changed - Beam cannons now have supply storage.
7.Changed - Increased limit on retrofit cost percent.
8.Changed - Cost to retrofit is 500% base component cost
9.Changed - Components, Facilities, and weapons will now work if up to 80% damaged.
10.Changed - Adding a SY or Colony Module to ships through retrofitting is permitted.
11.Added - Terraforming facilities.
12.Fixed - Maintenance penalties in storms/ asteroids were not working correctly.
1.Fixed - Atmosphere Conversion plants were set for too long a conversion time.
2.Added - Monument Facilities
3.Added - More mobile facility components
4.Fixed - Planetary Maintenance stellar abilities were not working correctly.
5.Added - Mineral storage components for bases.
6.Changed - Increased damage needed to kill 1M population
7.Changed - Reduced population structure and cargo space per one to 1kt
1.Fixed - Mineral storage on bases was not working correctly.
2.Changed - Increased size of Mineral Pods
3.Fixed - Mobile facilities were not being charged maintenance
4.Added - Sensor component for ships and bases
5.Changed - Conscript fleets no longer add morale penalty.
6.Fixed - One per ship limit on Maintenance Computers was not working correctly.
7.Changed - Cloning tanks now use a maintenance modifier instead of a negative production modifier.
8.Changed - Starting planet values (lo/med/hi) changed to 35% /65% /100%
9.Changed - Listening Post component add 4 to sensor range instead of 2
10.Changed - Autocomplete function works for some basic ship and base types
11.Fixed - Default_AI_Strategies.txt no longer causes error on game start.
12.Changed - Increased cost of Mobile Facility Mineral Storage component,
13.Updated - Design Types list
14.Changed - Rearranged facility groups to put common facilities at the top of SY queue list.
I enclosed the incorrect strategies file with the v0.3 mod download. Extract this file to the Skymod v0.3\Empires\Default folder and overwrite the old file. Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Sat Feb 13, 2010 10:42 pm Post subject:
Hmm, interesting... first time I looked at this mod, it seemed a bit simplistic for my tastes, but now you've got some neat stuff in there like "mobile facilities" and "monuments"
Did notice a bug with the repair bays though... the ship version has 2 abilities saying it can repair ships and no ability to repair units, while the base version has only 2 abilities total! That's no space station - it's a spreadsheet! Back to top
I'm glad you like how the mod is coming along. It's a work in progress, so feel free to make suggestions.
Thanks for the bug report. I checked the data files, the ship Repair Bay does repair units, the description is wrong. I'll add unit repair to the base repair bay in the next version.
On the subject of repair, do you think repair is overpowered? I meant for it to repair one component per turn, but it's repairing three. Apparently it repairs by size, not structure. Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Thu Feb 18, 2010 11:16 pm Post subject:
Ooh, here's an idea SJ and I were discussing which you might like for your mod...
Instead of having NO research, have research in the game, but anything you research advancements into decreases the effectiveness of other things somewhat!
So research is more like "adaptation" than "advancement"... the more RP yuo have, the more adaptable you are; you won't necessarily destroy anyone with fewer RP, but you'll be able to adapt to different situations!
The way it would work is this:
Create some tech groupings - one might be Offensive Doctrine, another might be Defensive Doctrine, another might be Civilian Doctrine, another might be Industrial Doctrine, etc.
Take Offensive Doctrine for instance. What can you enhance offensively? Well, you can enhance damage, accuracy, and range of weapons!
SOOO...
Take a "beam cannon" that does 30 damage. Make that your "Level 5" beam cannon, not your level 1 beam cannon, because while you start with level 5 in all components, they will fluctuate over time as your doctrines change. Do the same with your combat sensor, and while you're at it, reduce the range of the beam cannon to 0km (!), and add a "Range Extension" mount that increases it back up to 40 or whatever for free.
Now, a level 1 beam cannon might do, say, 6 damage, while a level 9 beam cannon might do, say, 54 damage. A level 1 combat sensor might give +4 to hit while a level 9 combat sensor might give +36 to hit. And a level 1 range extension mount might extend the weapon's range by 8km while a level 9 mount extends it by 72km.
Keep in mind, you start with level 5 in everything, so everything starts out the same as before!
Now, the trick would be, the requirements for the components! What you'd do is to have each level in, say, "Weapon Power" increase your weapon level by 2, but DECREASE your sensor and mount levels by 1! And the same for the "Weapon Accuracy" and "Weapon Range" techs - accuracy would increase the sensor level while decreasing the others. (With a max of 9 and a min of 1, of course!)
Same would go then for other things, like defenses (shields vs. cloaking vs. ECM), and industry (SY rate vs. maintenance vs. resource income) and civilians (happiness vs. reproduction vs. ?)... That's no space station - it's a spreadsheet! Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Thu Feb 18, 2010 11:19 pm Post subject:
Also, if you plan to do monsters, how about monsters that once they gain enough XP, gain the Space Yard ability so they can reproduce? But they lose XP over time...
You'd have to limit normal ships' XP via script of course, so it can't get up into that level and ships suddenly start gaining SY ability! That's no space station - it's a spreadsheet! Back to top
That's a really interesting research model. Sort of like being able to change your culture bonuses mid-game.
I like the monster idea too. It's like a worker evolving into a queen.
It will be quite a while before I have a working AI for the game. Just getting the Autocomplete semi-working took me three frustrating hours. Back to top
It wouldn't be like stock research where you get a permanent bonus.
For example, if you are spoiling lots of minerals, you could increase your SY rate, which would automatically decrease your minerals rate. But then in thirty turns or so you start to use more minerals than you produce and begin burning rapidly through your surplus minerals. You could then research for an increase in mineral miner rate, which would decrease your SY rate. Any penalty or advantage you gain could be reversed:
This patches the mod to v0.33, download and extract into your Sky Mod v0.3 folder. The patch is savegame compatible with all v0.3 games. Note that updated stellar descriptions in existing savegames will not be updated.
Code:
1.Changed - Updated descriptions in StellarAbilityTypes.txt
2.Changed - Updated descriptions in Facilities.txt
3.Fixed - Base repair bay was not repairing units
4.Fixed - Repair bay descriptions were wrong.
5.Changed - Score is computed differently.
6.Fixed - You could not build a Space Yard on a planet if any other type of construction facility was already on the planet.
7.Changed - Only one master computer is allowed per ship/base.
Special thanks to Colonial and Ekolis for their help. Back to top
This patch shrinks the size of ringworlds of Rock/None type. It is intended to fix a specific bug in a PBW game. No other features or bug fixes are included.
Download and extract into your SE5\GameTypes folder, and overwrite all files. Back to top
It wouldn't be like stock research where you get a permanent bonus.
For example, if you are spoiling lots of minerals, you could increase your SY rate, which would automatically decrease your minerals rate. But then in thirty turns or so you start to use more minerals than you produce and begin burning rapidly through your surplus minerals. You could then research for an increase in mineral miner rate, which would decrease your SY rate. Any penalty or advantage you gain could be reversed:
Mining lvl 5: 100%
SY lvl 5: 100%
Mining lvl 2: 70%
SY lvl 8: 130%
Mining lvl 8: 130%
SY lvl 2: 70%
Even so it has minimal utility. Just build more SYs and less mineral production, BAM! problem solved. Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Sat May 15, 2010 7:03 pm Post subject:
Yeah, but facilities are micromanagey... Wasn't Sky thinking of having basic "city" facilities appear automatically via script, and you only have to build your own facilities if you want to customize a specific planet?
Rather similar to discussions we've been having for Star Legacy, actually... except instead of actual "facilities" automatically appearing, it would be more like the sliders in Civ or MOO... but the population would automatically (but slowly) build "infrastructure points" (which provide a significant bonus to work rate) if the slider is set above thet current infrastructure amount!
E.g. if it takes 10M people to produce 1 mineral resource without the aid of infrastructure, but the efficiency is increased by 10x with the presence of infrastructure, then if you have a planet with 100M population and 50M infrastructure, and the mining slider is at 100%, then that means everyone's assigned to mining, but only half of them get to use the fancy infrastructure; the rest have to mine with pickaxes and shovels So you would get 50 minerals from the people with the infrastrucutre, and 5 more minerals from the people without, for a total of 55 minerals.
Then the next turn, the infrastrucutre would grow slightly because there are people who need it, so oyu might have 55 infrastructure... then you have 55M people working the infrastructure and 45M "peasants" or "unemployed" people (assuming no population growth), and you get 55 minerals plus 4 minerals = 59 minerals.
Bombing the planet would naturally reduce the infrastructure and/or population, depending on what type of bombs are used That's no space station - it's a spreadsheet! Back to top
Even so it has minimal utility. Just build more SYs and less mineral production, BAM! problem solved.
Adapting would be more a choice than a necessity. You could always solve a mineral surplus by altering what you're building, but it can take a long time in this mod.
ekolis wrote:
Wasn't Sky thinking of having basic "city" facilities appear automatically via script, and you only have to build your own facilities if you want to customize a specific planet?
I still want to, but my scripting is quite horrible so I've been thinking of an alternate approach.
I was thinking a size zero, cost zero facility that would use your population on the planet to calculate it's effectiveness. Something like Minerals= trunc(population * 1.5) * (total planet facility slots). The city would also add storage, SY rate, etc. via a similar formula.
I'm divided over having cheap Space Ports. Maybe adding a "temporary" Space Port with low build cost and high maintenance would be best. Unfortunately, the space port ability doesn't work on components, so no mobile space port facilities. Back to top
1.Changed - Reduced Max combat time to 3 min
2.Changed - Reduced combat map radius
3.Changed - Retreat no longer allowed
4.Fixed - Description for Super Industrial Facility had errors
5.Fixed - Technophile culture repair bonus was not being calculated correctly
6.Added - City Facilities
7.Added - Innate SY rate of 50 to all planets
8.Added - Many new Racial Traits
9.Added - Space Monster Culture added
10.Changed - Xenophobe Culture gets new bonus to planet facility space and penalty to colony module cost.
11.Fixed - Error in description for Miners Culture
12.Fixed - Workers culture has maintenance bonus instead of penalty.
13.Changed - Base Gunboat sight range reduced to 1.
14.Added - Worldships and IGBMs
15.Added - Gunboat sensors and cloaking devices
16.Added - Components and vehicles for Space Monsters
17.Changed - All ships use same slot layout
18.Changed - Ships and components no longer sorted by name
19.Changed - Gunboats can destroy monster seekers
20.Added - New gunboat sensors and cloaking devices (obtained thru racial trait)
21.Added - Advanced Cargo Bay that launches gunboats (obtained thru racial trait)
22.Changed - Super Industrial Facilities cloak monster HW colonies (with racial trait)
23.Added - New mobile facility terraforming components (obtained thru racial trait)
24.Changed - Storms can no longer damage vehicles
25.Changed - Monsters can grow a SY through experience
A brief note on cities. You must add the full 5(domed) or 10(breatheable) to the queue at once, or it will not let you add them. This was because it was possible to build over the limit if you added fewer cities at once. Back to top
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