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Monsters!
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Jan 26, 2006 8:47 pm    Post subject: Monsters! Reply with quote

For the next version I'm adding the basic framework to support monsters, but I would like to get feedback on how I should implement them.

Currently I'm going to have their home colony invisible to all other races, which will be capable of supporting 3-5 monsters at a time. Should I make them like neutrals or should I give them free range like regular AI? If I make them regular AIs how many systems should their range be? I was thinking 1-2 systems beyond their home colony.

How strong should individual monsters be? Should they be able to match against a single ship or a few ships at once?

Feel free to post more ideas.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Thu Jan 26, 2006 9:03 pm    Post subject: Reply with quote

IMO they aren't really monsters unless they can take on entire squadrons of ships... Twisted Evil

That's no space station - it's a spreadsheet!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Jan 26, 2006 9:07 pm    Post subject: Reply with quote

Since they really can't be made extinct, I figured they should be more of a harassment rather than a major threat to another race's existence.

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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Sun Jan 29, 2006 8:06 am    Post subject: Reply with quote

So what are the monsters going to represent if every other empire is food...

Here are a few ideas...

FDA
Any kind of food bacteria
Crop diseases or insects
Cooks/Chefs
Fast Food restaurants

Kana


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Jan 29, 2006 3:09 pm    Post subject: Reply with quote

The few monster ideas I have are still food items, with the exception of one.

So far I've worked out the monster sizes and special tech areas they need plus their components.


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Black_Knyght
Space Emperor


Joined: Aug 19, 2005
Location: Dark side of the Moon

PostPosted: Mon Jan 30, 2006 6:50 am    Post subject: Reply with quote

Possibly a Mutant Mold Monster from Mars ???








Just kidding. I'd say if you're going to add monsters, make them monstrous !!! Ancient mariners feared certain places because "Here There Be Dragons....". And really, what good is a monster if you know you can handle it easily enough with just the right ship ???


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zeroadunn
Space Emperor


Joined: Oct 22, 2005

PostPosted: Mon Jan 30, 2006 10:50 am    Post subject: Reply with quote

Oh my god Kwok, you just gave me a great idea. A monster neutral race. A race that can support (and does build) massive amounts of ships in a single system. All its ships would cost like, nothing to maintain, while all of it's facilities can build really fast, and improve the planets conditions/value. So the system, would be extremely dangerous to enter, but for those who seek to cleanse it, it would be a gold mine..... hmmmmm....

No no, I will not mod, I will not mod.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Jan 30, 2006 2:48 pm    Post subject: Reply with quote

If you use the sector cloak ability on one of the facilities, it will Permanently hide the planet and make it unattackable, then you'll be stuck with the monster hordes. Razz

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Feb 02, 2006 10:41 pm    Post subject: Reply with quote

I'm going to add 4 monster types to the game, each with a unique set of 'weapons' and attributes. In general, all monsters can regenerate themselves if damaged as long as their 'brain' is intact. They have bodies of different sizes and are protected in general by their protective 'skins'.

Flying Spaghetti Monsters:
Manipulate and attack objects with their noodly appendages

Processor Monsters:
Self-relplicating robots created by an extinct Food race. Desire to chop up all organic matter that crosses their path.

Fungal Monsters:
Space fungi that infect ships and planets with their poisonous spores.

Stomach Monsters:
Wierd organic lifeforms that attempt to devour all organic matter they encounter in space.


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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Fri Feb 03, 2006 5:50 am    Post subject: Reply with quote

I would make them free ranging...

You could make different classes of monsters in each type some with short range, some long range.

You could also do the same with their strength, some monsters can take on a fleet, while others may be taken on by single ships...

I would say mix it us as much as you can...

Kana


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Fri Feb 03, 2006 2:45 pm    Post subject: Reply with quote

CaptainKwok wrote:
Flying Spaghetti Monsters:
Manipulate and attack objects with their noodly appendages

Processor Monsters:
Self-relplicating robots created by an extinct Food race. Desire to chop up all organic matter that crosses their path.

Fungal Monsters:
Space fungi that infect ships and planets with their poisonous spores.

Stomach Monsters:
Wierd organic lifeforms that attempt to devour all organic matter they encounter in space.


I see you have been touched by His Noodly Appendage. Laughing

The Flying Spaghetti Monsters should be able to pull enemies closer using their noodly appendages.

Processor Monsters should ideally have powerful short-range attacks, and easy to kill if you can stay out of range. High defense of course.

Fungals should use crew-converting attacks. Smile

My 2 Phong Phong


Unofficial Adamant 0.16.xx Bug Hunter


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Fri Feb 03, 2006 4:12 pm    Post subject: Reply with quote

I would think FSM's could do stellar manipulation... Wink

That's no space station - it's a spreadsheet!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri Feb 03, 2006 6:38 pm    Post subject: Reply with quote

Capnky:

When I get a chance I'll post some of the weapons I've though of - it's funny because they are a lot like the ones you've mentioned!


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Fri Feb 03, 2006 6:54 pm    Post subject: Reply with quote

CaptainKwok wrote:
Capnky:

When I get a chance I'll post some of the weapons I've though of - it's funny because they are a lot like the ones you've mentioned!


It makes sense, doesn't it? Wink

*mindreading!*


Unofficial Adamant 0.16.xx Bug Hunter


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri Feb 03, 2006 8:05 pm    Post subject: Reply with quote

Here's what I've planned so far:

Flying Spaghetti Monster
Noodly Appendage Attack (Half Damage To Shields)
Noodly Appendage Defense (Point Defense)
Noodly Appendage Grab (Pull Target)
Noodly Appendage Push (Push Target)

Processor Monster
Heat Ray (Normal)
Claw Attack (Half Damage To Shields)
Chopper (Skips Armor)
Chopper Defense (Point Defense)
Grabber (Pull Target)

Fungal Monster
Mold Attack (Plague)
Spore Attack (?)
Spore Defense (Point Defense)

Stomach Monster
Bite Attack (Half Damage To Shields)
Acid Attack (Skips Armor)
Acid Defense (Point Defense)


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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Sat Feb 04, 2006 6:39 am    Post subject: Reply with quote

Acid Attack...I don't know if it would skip the armor but it would be very effective at destroying it...is there a 2x/4x to Armor ability?

Spore Attack could be some form of attack that skips armor, but maybe not shields. Either incapacitates or kills the crew/ship...

Kana


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CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Sat Feb 04, 2006 12:23 pm    Post subject: Reply with quote

I don't believe that there is a multiplier to Armour damage, nor an ability that lets you specifically target crew without doing some fun workarounds.

(In this case, targeting all Security Stations. Give Bridge, LS & CQ a small amount of Crew Defense, and anything that attacks Security Stations will destroy them!)


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Feb 04, 2006 2:17 pm    Post subject: Reply with quote

Keep in mind most armor in the mod is not true armor (but rather leaky armor) so the skips armor type really is to reduce the effectiveness of shielded ships.

I was thinking of making spores target only security stations as that would take out most of the primary systems on a given ship... but I think the Fungal monsters need one more weapon too...


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douglas
Space Emperor


Joined: Mar 25, 2005

PostPosted: Sat Feb 04, 2006 6:37 pm    Post subject: Reply with quote

Kana wrote:
is there a 2x/4x to Armor ability?

There's a x4 to non-shields damage type. Well, technically there isn't, but quadrupling the damage and using 1/4 to shields has the same effect.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Feb 04, 2006 9:56 pm    Post subject: Reply with quote

I've put together the components for monsters now:

Monster Brain:
Bridge, Combat Sensors, ECM

Can not be regenerated. If destroyed, monster becomes permanently brain dead. But may run around like a chicken with its head cut off. Razz

Monster Organs:
Life Support, Boarding Defense, Armor Regeneration

Main source of defense against capture and healing.

Monster Stomach:
Solar Supply Generation, Supply Storage, Armor Regeneration

Collects and stores calories for the Space Monster. Can be healed quickly when body organs are functional.

Monster Movement:
Standard Movement, Combat Movement, Armor Regeneration

Provides standard and combat movement for monster. Can be healed quickly when body organs are functional.

Monster Body:
Armor Regeneration

Provides protection against attack. Can be healed quickly when body organs are functional.

Monster Camouflage:
Cloak Level, Armor Regeneration

Provides low level cloaking ability. Can be healed quickly when body organs are functional.

General Notes:

The actual component entries do not reveal much information (or even level) of each monster component. They improve over time with improvements in monster evolution.

Forgot a detail:

Monsters can also be captured (be careful not to damage the monster's brain!), but you'll need lots and lots of boarding attack points!


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GMLocutus
Space Emperor


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Sun Feb 05, 2006 12:36 am    Post subject: Reply with quote

why not make a taming gun or something like that for monsters, they are essentially wild, and by taming them to obey you you more or less could domesticate them (of course i have no idea whats in this mod, but the idea seems new to me)

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Feb 06, 2006 1:57 am    Post subject: Reply with quote

You can capture monsters using enough boarding attack points, but making a specific weapon just to capture them might not be a good idea because it could be used against any race...

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Black_Knyght
Space Emperor


Joined: Aug 19, 2005
Location: Dark side of the Moon

PostPosted: Mon Feb 06, 2006 8:10 am    Post subject: Reply with quote

Hmmmm....

That is an interesting thought, especially for a race of hunters, or maybe even slavers. Exclamation Idea Wink

Just thinkin' out loud. Cool


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GMLocutus
Space Emperor


Joined: Aug 05, 2003
Location: The North, UK

PostPosted: Mon Feb 06, 2006 4:31 pm    Post subject: Reply with quote

really it'd be no different to making ropes to catch cattle or wild animals, afterall these are monsters, beasts in space. It could be used by every race, but that would make things more interesting, fights over catching monsters, build up of tamed animals to throw at the enemy, it could be quite a good component, it doesn't have to be very powerful, it's no fun catching an animal without it putting up a fight Razz

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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Mon Feb 06, 2006 5:49 pm    Post subject: Reply with quote

Of course, you'd have to prevent the "taming gun" from being used against other *ships*, though... which might necessitate giving all ship hulls the Master Computer ability, which kind of detracts something from the game...

That's no space station - it's a spreadsheet!


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