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<title>Spaceempires.net Forums - Space Empires Nova Mod</title>
<link>http://www.spaceempires.net/forum-97.html</link>
<description>Latest 25 posts on the SpaceEmpires.net forums.</description>
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<item>
<title>How is nova progressing? :)</title>
<description><![CDATA[*crys* ok, it's been a year, I suppose this will never get finished :(]]></description>
<pubDate>Thu, 10 May 2012 01:14:10 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-69429.html#69429</link>
<guid>http://www.spaceempires.net/ftopicp-69429.html#69429</guid>
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<item>
<title>How is nova progressing? :)</title>
<description><![CDATA[Thought I'd just ask if there is any sort of ETA for Nova mod... I'm kinda itching to try that next time I fire up SEV, which I haven't for a good while now...]]></description>
<pubDate>Fri, 29 Apr 2011 07:49:38 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-65031.html#65031</link>
<guid>http://www.spaceempires.net/ftopicp-65031.html#65031</guid>
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<item>
<title>SE Nova Mod Propulsion</title>
<description><![CDATA[What about 2 kinds of engines? combat and non-combat?<br />
<br />
<br />
<br />
<br />
Just an idea.]]></description>
<pubDate>Mon, 17 Jan 2011 12:50:58 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-62399.html#62399</link>
<guid>http://www.spaceempires.net/ftopicp-62399.html#62399</guid>
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<item>
<title>Empire Report</title>
<description><![CDATA[That is not a problem - you can allow player to turn those reports on/off same way as usual ministers at empire screen]]></description>
<pubDate>Tue, 09 Nov 2010 04:43:05 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-60916.html#60916</link>
<guid>http://www.spaceempires.net/ftopicp-60916.html#60916</guid>
</item>

<item>
<title>Empire Report</title>
<description><![CDATA[my first thought is a script that gives all minister reports.<br />
<br />
the problem i see with that is not everyone wants that info and the amount of info could be big.]]></description>
<pubDate>Fri, 05 Nov 2010 07:52:00 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-60867.html#60867</link>
<guid>http://www.spaceempires.net/ftopicp-60867.html#60867</guid>
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<item>
<title>Empire Report</title>
<description><![CDATA[As far as this topic were about report, decided to post my "idea" here.<br />
<br />
How about player only Report-Ministers?<br />
for example turning on General report ministers would give each 10 turns something like this:<br />
Research: Our current research is 1254K it is 10K more then previous year - research growth is 1%. We have only 80% research comparing to empire A with bigest quadrant research.<br />
Intel: Our current research is 125K it is 10K more then previous year - research growth is 9%. We have strongest inteligence in the quadrant, 120% comparing to empire B, which is following us in this metter<br />
... same with population, ships, resources.<br />
<br />
Military report minister would say something like this (all analyses by primary weapon in designs/ships and their amount):<br />
Our analitics did a hard work analising enemy powers:<br />
Empire A: Defence posible, too strong to be attacked for our forces. They prefer Missile ships.<br />
Empire B: Empire is too far, high chances in defence and attack. They actively use their organic technology.<br />
...<br />
We have low ammount of missile ships, planet Quickitril II needs aditional defence.<br />
...<br />
Empire D gathering huge powers at system Remnorak near our system Orion<br />
<br />
Research report:<br />
<br />
We are technologicaly strongest empire, but Empire D has Higher point defence technology...<br />
We recomend to research Mineral extraction and Organic extraction.<br />
We researched during this year:<br />
...<br />
<br />
<br />
ship-report (No need to count all ships and fleets, just few each turn):<br />
Ships Eclipce 0001 and Eclipce 0003 are to old and obsolete, we have no design we can retrofit them to, I recomend to scrap them or use in nearest battle.<br />
Ships Eclipse II 0005 is too old ando bsolet it still can be retrofited<br />
Ships Repair 0001 is not far from unmobilized ship Eclipse III and has no orders<br />
Fllet Alpha needs repair and has no repair ships, nearest repair station or planet at Immelman (-6;1) <br />
<br />
Same things could be done for planet reports (need population removal or aditional population, planet good for mineral base e t c, no space port/fuel depot in the system)]]></description>
<pubDate>Fri, 05 Nov 2010 05:27:38 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-60863.html#60863</link>
<guid>http://www.spaceempires.net/ftopicp-60863.html#60863</guid>
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<item>
<title>Suggestions for Nova!</title>
<description><![CDATA[How about giving to anti-boarding components (Security Station) an ability to reduce intel sabotage chance against ship?<br />
I believe, that planets/ships we can see are easier targets for Intel, so may be you can create a formula, which will increase intel chances for projects near borders or in sensor range (especialy scaner) and decrease for far objects?<br />
Intel in game is Limited a lot, how about expanding it with "Special project" - spending intel for it should affect only objects in sector of "spy" ships, that may be usual hulls with special components, special hulls or just a frigat hulls (as far as they are rarely used). So just move 1 frigat to enemy planet, make sure, that no other frigates near enemy and intel will do all troubles to a single colony.]]></description>
<pubDate>Sun, 24 Oct 2010 10:08:11 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-60679.html#60679</link>
<guid>http://www.spaceempires.net/ftopicp-60679.html#60679</guid>
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<item>
<title>SE Nova Mod Propulsion</title>
<description><![CDATA[As i understood - propulsion system will be not different from old versions and only Battlestar brought something interesting here, but why don't you try using something new?<br />
I can only offer few brutal solutions like this:<br />
- normal engine, engine with lower speed and higher defense bonus (description like: harder to detect at scanners - aka stealth), supply version witch blocks possibility to use shields and/or armor, but grant better power for sensors;<br />
- or engines with combat speed bonus (good for protecting forces), other one with space movement speed bonus (explorers, break through forces, transports);<br />
- Organic engines for organic races, which use ordnance as food instead of energy/supply :?<br />
- engines with acceleration and turn rate bonus<br />
- May be outer solutions, like stations able to grant additional movement to ships passing through them once a turn<br />
Ofcource with block to use two different types of engines.<br />
<br />
Right now propulsion is absolutely static - you want cheap - you put oldest, you want speed - you put most expensive, nothing more. Some difference should make this part of ship projecting and fleet operations more interesting.]]></description>
<pubDate>Tue, 19 Oct 2010 16:15:42 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-60484.html#60484</link>
<guid>http://www.spaceempires.net/ftopicp-60484.html#60484</guid>
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<item>
<title>Kwok when might i get to see this fantastic mod in person?</title>
<description><![CDATA[Does 1.19g count? :)<br />
<br />
*is also waiting expectantly of Nova*]]></description>
<pubDate>Tue, 18 May 2010 03:48:43 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-56747.html#56747</link>
<guid>http://www.spaceempires.net/ftopicp-56747.html#56747</guid>
</item>

<item>
<title>Armor suggest</title>
<description><![CDATA[In SF there was the absorbtion armor that generated energy. Maybe in SEV it can generate supplies or ordnance.]]></description>
<pubDate>Tue, 02 Mar 2010 13:01:03 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55446.html#55446</link>
<guid>http://www.spaceempires.net/ftopicp-55446.html#55446</guid>
</item>

<item>
<title>Suggestions for Nova!</title>
<description><![CDATA[I would like to suggest nanotechnology tech string which affects different kinds of capabilities as small amount of repair for ship and main repair ability for units. It could affect, in limited amount, production, reproduction atc...<br />
<br />
And second suggest is the price of components. If small engine costs 1000 with tonnage 10kT the big one should cost 3360 with tonnage 40kT. When it is bigger it should be cheaper. <br />
<br />
<br />
4x1000 / the 4th root from 2 = 3360]]></description>
<pubDate>Thu, 25 Feb 2010 04:41:04 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-55359.html#55359</link>
<guid>http://www.spaceempires.net/ftopicp-55359.html#55359</guid>
</item>

<item>
<title>Suggestions for Nova!</title>
<description><![CDATA[Boarding Parties don't necessarily represent a number of attackers, but a total boarding strength.  When attempting to capture a ship, the boarding parties actually attack the crew until there is no crew left.  It's not just a comparison of attackers versus crew to determine who wins.  Any leftover boarding parties then become the ship's new crew if they are successful.  In a case where the boarding attack is repelled, the ship's crew amount will be whatever is left over from the fight.]]></description>
<pubDate>Tue, 12 Jan 2010 16:11:55 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-54465.html#54465</link>
<guid>http://www.spaceempires.net/ftopicp-54465.html#54465</guid>
</item>

<item>
<title>Suggestions for Nova!</title>
<description><![CDATA[What about the addition of volcanic planets as a planet type? They would have harsh conditions but high resources to make up for it. Also they'd generally be tiny or small (to fit with real life). It'd offer an interesting choice whether to colonize early to gain the resources or wait until you have climate control facilities. Also volcanic planets would add realism to the game making the setting more engrossing.<br />
<br />
Also, I'm unsure how boarding parties work (since I never use them) but do they just completely take over the ship they're used on? Anyways I was thinking that's probably not very realistic because a boarding party is likely a dozen or so troops and many ships have crews of 100+ so I don't see how a dozen people could crew a ship meant for 100. So I was thinking either have some sort of major stat reduction for the ship, or leave it fully crewed but with loyalty fluctuations (not sure if this is possible), or leave it uncrewed so you need to take a freighter or something to transfer your own crew onto it. That way ships would be sitting there empty until someone put crew in it making you use more strategic methods of boarding (only boarding in owned systems or bringing freighters that carry crew to the front line).]]></description>
<pubDate>Tue, 12 Jan 2010 15:40:36 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-54464.html#54464</link>
<guid>http://www.spaceempires.net/ftopicp-54464.html#54464</guid>
</item>

<item>
<title>Few, I hope, new ideas and techs</title>
<description><![CDATA[Hi, I am spamming again. I have few new ideas for tech areas.<br />
<br />
1) Advanced Armor - new types<br />
Adamanitum - supermetal - some weapons cause less damage (projectile, some kind of missles)<br />
Neutronium - Metal alloy - less damage by energy weapons<br />
Fulleren - carbonic armor -  less damage by organic and crystaline weapons<br />
You must have armor at lvl.10 chemistry at 3, construction at 3 and physics at 2.<br />
<br />
2) Black hole technology - new weaponry - it can be as racial trait<br />
Black hole cannon - cannon that fires small black holes - high supply usage, very high damage, low fire rate medium to long range<br />
Black hole PD - very low range, very high damage, low fire rate, high accuracy, high tonnage(sucks everything in :wink: )<br />
Black hole disrupter - cause engine overload on deplete supplies (ship must use higher than maximum usage power of engine to keep the speed or used more supplies)<br />
You must have some level of Astrophysics, psysics and "power generation"(supply generation)<br />
<br />
3) Quad-PD - doubled PD with doubled or tripled damage and maxiumum 150% of tonnage ordinary PD<br />
You gain access when you have at least 2/3 of PD tech discovered + smaller weapons tech<br />
<br />
4) Reload and recharge technology - improves fire rate of weapons to 50% of normal fire rate <br />
<br />
5) Missle tech - improve missle range only<br />
<br />
6) warhead tech - improve damage caused by warhead (lvl. 1-10 nuclear and plasma warhead (with own their tech area) lvl. 10-20 quantum,... warhead)<br />
<br />
7) smaller warheads - tech that allow you to build smaller warheads so you can insert more of them to single missle. :wink: <br />
damage doubled, trippled, quartered... :roll: <br />
<br />
8) beam concetration - increase of damage beam weapons caused by stronger and concetrationed beam<br />
<br />
9) icrease density and temperture of plasma - higher damage caused by plasma weapons<br />
<br />
10) laser weapons - it should be somewhere between projectile and x-ray tech.<br />
<br />
11)neutron cannon - medium to long range beam of neutron causing small nuclear chain reactions on hull of ship.<br />
<br />
12) nanobots tech - small nanorobots that helps to empire <br />
ship component - repair of small amount of damage per turn - about 20kt repairs and its tonnage<br />
Facility - building rate increased by few %<br />
unit component - adds few % to defence od attack moddifier...<br />
<br />
That is everythng - for now. :twisted:  :wink: <br />
I hope we will start constructive discussion here, so we can have nice bunch of new techs and huge space of choises...<br />
<br />
If CaptianKwok wants, I can start to work on these techs ASAP for new details.]]></description>
<pubDate>Thu, 19 Nov 2009 12:04:15 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-53311.html#53311</link>
<guid>http://www.spaceempires.net/ftopicp-53311.html#53311</guid>
</item>

<item>
<title>SE Nova Mod Construction</title>
<description><![CDATA[I have another idea... Increase production by power plants. Specialized power plant making energy for the space yard. It could cause lower costs for builded ships or higher rate.]]></description>
<pubDate>Thu, 19 Nov 2009 04:40:26 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-53306.html#53306</link>
<guid>http://www.spaceempires.net/ftopicp-53306.html#53306</guid>
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<item>
<title>Armor suggest</title>
<description><![CDATA[Hi, I'm new on the forum but I have lot of expirience by playing. <br />
I would like to suggest more armor difference. Now you have titanium,crystaline and organic armor and I would like to suggest something like Adamantium and Neutronium armor (yes, I inspire myself in MoO-s and SG-s) . <br />
a) they will be as a different type as a titanium or organic <br />
b) only single piece that affect's whole ship like stealth of scattering armor]]></description>
<pubDate>Thu, 19 Nov 2009 04:25:53 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-53305.html#53305</link>
<guid>http://www.spaceempires.net/ftopicp-53305.html#53305</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[I've just done some tests and it looks like an implementation of this idea is doable in case of point generation and SY rate modifying abilities. I'm not sure yet what about traits with other abilities, though.<br />
<br />
BTW, Captain, the description of Hardy Industrialists in BM is misleading as it influences all SYs - this is the same ability as in Builders, after all.<br />
Another minor mistake is that starting all tech there is the System Robotoid Factory on every homeworld - it should be the Robotoid Factory instead, I think.]]></description>
<pubDate>Wed, 07 Oct 2009 14:22:42 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52543.html#52543</link>
<guid>http://www.spaceempires.net/ftopicp-52543.html#52543</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[Pretty much any racial trait can be made into a cultural trait.  I had a similar idea for the mod along the lines of Ed's suggestion, such as a series of engineering achievements that might reduce supply usage or provide a bonus movement point etc.]]></description>
<pubDate>Wed, 07 Oct 2009 11:25:08 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52540.html#52540</link>
<guid>http://www.spaceempires.net/ftopicp-52540.html#52540</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[[quote:16ab1e9651="TheThirdEye"]Empire_Has_Racial_Trait("Mining Aptitude")Does this function work?<br />
It should be all you need to mod the culture techs for it.<br />
<br />
<br />
I haven't tested it in cultural achievements, but I don't see any reason (other than Aaron being lazy) why it shouldn't ;)<br />
<br />
But what about Empire_Has_Racial_Trait("Mining Ineptness") and similar traits?<br />
You would want to neutralize them yes?<br />
<br />
Possibly, but that might be a separate cultural/evolutionary achievement... otherwise the tech does pretty much the same thing for everybody! (Well, except for those who didn't choose pluses or minuses at all - then it would do NOTHING :P)<br />
<br />
And wouldn't ALL of these activate at the same time?<br />
Once you have the tech (culture) then all the 'bad picks' go away...<br />
<br />
I was thinking of maybe a 10-level achievement whereby at level 1, you might get an effect equal to one-tenth the racial trait value, and at level 10 you get the full effect...<br />
<br />
<br />
But I don't think all of the traits can be altered by culture.<br />
Like Propulsion Experts.<br />
<br />
Might be worth a try ;) And if not, there's always modding the engines to take the cultural tech into account, or simply leaving some traits out!<br />
<br />
[quote:16ab1e9651="Ender"]<br />
Nice idea, but I'm not sure whether or not there is a way to make it cumulative with a relevant cultural achievement eg. for smart.<br />
<br />
If the stacking doesn't work, we can always add in the base values to the modifiers for any abilities where it doesn't stack... so instead of +1 to mining, it would be +11 or whatever...]]></description>
<pubDate>Wed, 07 Oct 2009 09:55:05 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52538.html#52538</link>
<guid>http://www.spaceempires.net/ftopicp-52538.html#52538</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[Empire_Has_Racial_Trait("Mining Aptitude")Does this function work?<br />
It should be all you need to mod the culture techs for it.<br />
<br />
Trading the tech with other empires would give the empire receiving the tech whatever goes with THEIR racial bonuses... If that function works, then yes, it Should work that way.<br />
<br />
But what about Empire_Has_Racial_Trait("Mining Ineptness") and similar traits?<br />
You would want to neutralize them yes?<br />
<br />
And wouldn't ALL of these activate at the same time?<br />
Once you have the tech (culture) then all the 'bad picks' go away...<br />
<br />
But I don't think all of the traits can be altered by culture.<br />
Like Propulsion Experts.<br />
<br />
It would seem experimentation is in order... :D]]></description>
<pubDate>Tue, 06 Oct 2009 22:26:29 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52527.html#52527</link>
<guid>http://www.spaceempires.net/ftopicp-52527.html#52527</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[Nice idea, but I'm not sure whether or not there is a way to make it cumulative with a relevant cultural achievement eg. for smart.]]></description>
<pubDate>Tue, 06 Oct 2009 17:33:41 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52522.html#52522</link>
<guid>http://www.spaceempires.net/ftopicp-52522.html#52522</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[If you choose both, you get both...<br />
<br />
Trading the tech with other empires would give the empire receiving the tech whatever goes with THEIR racial bonuses...<br />
<br />
At least in theory :P]]></description>
<pubDate>Tue, 06 Oct 2009 10:21:13 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52514.html#52514</link>
<guid>http://www.spaceempires.net/ftopicp-52514.html#52514</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[And both if you chose both of them?<br />
<br />
And I worry about tech (culture) trade treaties evolving other races.<br />
<br />
An interesting Idea non-the-less.]]></description>
<pubDate>Tue, 06 Oct 2009 07:22:40 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52510.html#52510</link>
<guid>http://www.spaceempires.net/ftopicp-52510.html#52510</guid>
</item>

<item>
<title>&quot;Evolutionary transcendence&quot; cultural achievement</title>
<description><![CDATA[Just a thought for use in Nova or any other mod...<br />
<br />
Remember the "Evolutionary Mutation" tech in MOO2, where when you researched it you got 4 free race points to spend? You can't do that in SE5, but what you can do is have a cultural achievement that enhances the natural abilities of a race! :D<br />
<br />
All you need is a cultural achievement with one ability for every positive race trait that gives some ability bonus or other. Each ability will have in it a check for the race trait, e.g. the mining ability might have this value:<br />
<br />
iif(Empire_Has_Racial_Trait("Mining Aptitude"), [%Level%], 0)<br />
<br />
So if you chose "mining aptitude" at the beginning of the game, you'd get more mining aptitude when you research the tech, but if you chose "smart" then you'd get more research! :D]]></description>
<pubDate>Mon, 05 Oct 2009 15:45:20 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-52498.html#52498</link>
<guid>http://www.spaceempires.net/ftopicp-52498.html#52498</guid>
</item>

<item>
<title>Kwok when might i get to see this fantastic mod in person?</title>
<description><![CDATA[patience my young empire leader friend, if I remember right, he said he will really get working on nova once bm 1.20 is released.]]></description>
<pubDate>Fri, 21 Aug 2009 21:49:40 GMT</pubDate>
<link>http://www.spaceempires.net/ftopicp-51263.html#51263</link>
<guid>http://www.spaceempires.net/ftopicp-51263.html#51263</guid>
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