Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
yup yup, glad to be the bearer of good news.
Anything else you need help with besides general testing? I would do anything but my knowledge is limited, i should do a crash cource in modding sins i reckon, hehe.
Ok, two concepts I'm currently working on: Tactical Moons and Diplomatic Pacts.
Tactical Structure Moons
My original thought was these had to be tactical structures to work and allow for the AI to use them appropriately. Each race would have a faction specific set of research upgrades for their moon type (Up to 5 possible abilities and up to 3 weapon unlocks). Using the tactical structure type means the moon can't use Starbase upgrades. The moons could also be scuttled for an immediate infusion of credits/metal/crystal. Moons following this approach will most likely be located near your capital ship and frigate factory.
However, I think I might be able to make a Moon that can become a starbase which would work really well for the Rogue race. Placement of moons following this approach might be a little tricky though. Though the upgrades could be more specialized following this approach and starbase upgrade types would be accessible like the block colonize. I'll have to try this when I get home to see if flows well or not.
Advent -> Desert Moon Tec -> Terran MoonVasari -> Volcanic MoonPlague -> Toxic MoonNephilim -> Ice MoonHypercorp -> MoonRogue -> Might start with a pirate baseArchailect -> Artificial MoonAlliance -> Terran Moon
Pacts
Pacts are currently hardcoded to a max of 18 unique possibilities. Having nine races makes this a fairly difficult process. Possibilities included mixing and matching existing pacts, having 2 pacts per faction, having 1 custom pact per faction with 9 generic variations, etc.
I'm looking at doing the 1 custom pact per faction with 9 generic pacts (max of six total pacts per race).
Advent -> Shield/StrikecraftTec -> Supply/ArmorVasari -> Weapon Cooldown/HullNephilim -> Capital SupplyPlague -> Star BaseAlliance -> Weaker Supply/Weapon Cooldown/ShieldRogue -> Pirate Lords: Backroom deals with pirates significantly increases discount with black market, reduces pirate raids against you and increases bounty against your enemies.Archailect -> Final Research: significantly reduces research cost and timeHypercorp -> Nano Fabrication: Resource Cost/Credit Cost
Generic Pacts Ideas:Metal/CrystalEnergy WeaponProject WeaponAllegiance/CultureTrade/LogisticsHyperspaceAntiMatterBombardmentModule Cost/Build Rate
You have accidently replaced the rogue cap ship model cobra destroyer with the AnnaV cap ship model. The normal AnnaV still has its original model, but the cobra also has it now.
Sure take a look at it and let me know how the moon stuff pans out. I dont mind non starbase uppgrades if the moon will always be placed in a descent position, but if its randomly placed somewhere around the map it will at times be annoying because it will not serve a tactical purpose. Like manning a machinegunpost facing a wall. However maybe it could be limited to a certain set of positions, like left-front-right of jump entrypoints. Then it would work fine with set weapons because it would always be a tactically feasible position.
Otherwise having more controll over what to build as in starbase type build menu -that you are looking into would be very nice and if implemented properly could be tactically feasible even if placed at a really bad position because you could equip it with say 8x hangar uppgrades and have like 20 figthers stationed there, or if it is placed just a little off you could still use it as a gun position but maybe only equip it with missile batteries for long range cover. Im just rambling here lol.
Have you considered having it as a non hp entity like a real planet only uppgradable like a starbase, and when it is destroyed only the uppgrades you have done are destroyed while the moon itself stays and the uppgrades can then be rebuilt. Realistically speaking it would be like we built a base on the moon and some missile silos and other installations, and then a fleet camer cruising blew away our installations on the moon and sailed on and we poor humans went back and rebuilt. This is probably the most realistic option but maybe annoyingly hard to get to work if not impossibly.
Anyway, lot of options to work with here i reckon, and all of them will be fun, you just gotta find the one that you like the best that is actually doable offcource.
Just throwing out some ideas hehe.
Your ideas for custum pacts are pretty much what i would have gone for myself, they fit well with the factions. I like the rogue/archailect/hypercorp/tec best i reckon, some i am not really sure of because of missing info on my part but im sure it fits nicely.
The generic pacts you made looks nice and seem to cover the normal areas well.
Moons also looks nice and fitting, i tried to wreck my head to come up with some special moon for hypercorp but the only thing that fit was artifical moon and that is prob more fitting for archailect. Maybe some populated moon ala their spacestation or some industrial moon, meh nm i cant come up with anything now it seems.
I am also interested in learning a bit more abouth the hypercorp and their backstory. To be more specific:
What is the hypercorps connection with nano technology, i noticed it is their favorite toy when playing as them.
You have any more info abouth the hypercorp besides what is desribed at the moddb page?
I just spent 1 hour with your newest build playing the rogue race, it seems very stable now, with any race.
I'm not opposed to it. There are some interesting Planetary abilities to look at.
Whenever you want to start modding friend is good by me. Maybe you have an artistic side and want to learn particle effects
Some missing pieces right now that need ideas are ability ideas for the Rogue and Hypercorp utility frigates. Ability ideas for the Rogue and Hypercorp starbase would help too. If you have an idea that could even fill a couple ability slots that would be great.
I'll need some help with descriptions (either proof reading or ideas) after I get the Hypercorp research tree completed and for the abilities.
I'm not much of a story writer unfortunately.
Let me take a quick stab at what Hypercorps are.
Hypercorps were behind the initial push into space and were able to survive much of the Fall when the Titans began trying to exterminate all life. Having survived the fall Hypercorps were able to maintain much of the previous advancements in biotechnology, nanotechnology, artificial intelligence, and cognitive science making them a powerful presence.
Hypercorps also aren't necessarly interested in directly running governments instead focusing on lucrative contracts with local populaces providing all types of technological improvements such as Bio-Morphs or Synth-Shells and Nano-technology. Hypercorps while remaining independant will also contract with local populations providing the military and space exploration capabilities utilizing nano-based weapons, military morphs and psionically improved transhumans.
Local populaces are more than willing to jump in bed with these Hypercorps to gain access to biotechnology allowing people to genefix, enhance, and clone their bodies, while others pursue body modifications to adapt to new environments or make themselves into something no longer quite human. Just make sure you pay on time or you may find your new morph being recalled...
I wish pacts were more moddable. I had all new pacts for Nephilim and Plague until I discovered I was limited to only 18. Been trying to come up with a good compromise since then.
Definitally true. I like the idea of starbase build options, but the tactical structure will work just as well too. Will just have to weigh out the different options and feasibility...
, must have accidentally selected the same file when doing all the triangulations I usually do a dev.exe test where I build one of everything but didn't have a chance to run that test yet.
Good stuff there.
Yeah the pact bit was annoying, sucks when you have an idea and some crap is stopping you from implementing it.
Particle effects huh I was thinking more learning some code and maybe a little modeling/texturing. But well see. hehe.
Ideas hmm, let me see:
Rogue:
1: hack computer/computer hack/brute force/Hacker/Geekpower or whatever is cool: overloads a ships central computer with a sustained brute force attack, leaving the ship floating helpless in space while the computer reboots. (kinda like an ion cannon abbility just worded and displayed as more fitting for the pirates, i noticed that you have several computer decks, cyberhack etc as research for the pirates, so might aswell proceed down that path with some abbilities to that effort aswell, you could also word it in a way to link up with the cybernetic nature of the pirates)
2: alternate versions of the above, that does aoe hack, or only does say engine, weapons, shield regen etc etc, example: The hackers aboard the vessel manages to overload the ships targeting computers, leaving it unable to use its weapons until the crew reboots the system. And then etc etc.
3: What abouth copying, then changing a siege vessel into a resource-money stealing ship that instead of dooing health/population damage to a planet steals resources and money. You could call it, well whatever, pirate raider is prob allready taken hehe, well some good name and then you just find a nice model for it and remove the visual bombardment stuff and edit aforementioned abbility. This would be a fine unique utility frigate hehe.
I picture dooing it this way would actually get the dumb AI to make use of it seeing she uses siege vessels just fine, but hey what do i know, maybe its real easy. Anyway just a thought. Would make for a fleet of ships hanging over your planet draining your pockets dry. Better shoot them down fast before you go bankrupt. In effect they are robbing your banks, stealing your technology, kidnapping your high-ups etc to get the money.
4: what abouth a fire ship. ""A fire ship, used in the days of wooden rowed or sailing ships, was a ship filled with combustibles, deliberately set on fire and steered (or, where possible, allowed to drift) into an enemy fleet, in order to destroy ships, or to create panic and make the enemy break formation"" Harh Harh, set yon barge at them ye scallywags, see them try to swim in open space, harh harh, you get the drift.. lol
This would be a suicide boat, damage and radius would need to be pretty big because not only does this ship have no guns or other role it is a pure suicide bomber that need to reach the enemy and explode (My appologies if anyone have lost someone to the aforementioned, no offence intended) This imo would also fit the pirates, fill her up and watch her go!!
Hypercorp:
1: Ugh, i havent really gotten into this yet, all i can think of is every sort of high tech or military shit between the stars. They are just a huge corporation with advanced technology, so it can be literally ANYTHING. I guess it just need to be a really cool idea that fits like a glove. Ill keep thinking abouth this one.
For starbases: maybe the rogue starbase or any starbase it was suitably on could get a small minefield around the base that you could renew with antimatter and pushin da button. Just a crazy idea. I also picture the pirates as using using meteors, but thats allready been stolen by advent so bleh. You could always have a hacker central module that hacks vessels in the grav field and leeches small amount of cash from it (getting secrets, tech, idle chatter, whatever you can pick up and selling/exploiting it for all its worth) You could also call it toll station and make every civiian ship that passed through the system give some money, would also fit the pirates or something to that effect.
Well i can keep writing for page after page, but lets stop here and you can tell me if anything here interested you.
edit: these are only loose ideas and not very well written up at all, i would never try to sell these ideas to anyone without some proper editing, let me know if you want more specific-well-worded ideas.
1. and 2. are pretty good. I kinda like the AOE one though more for a utility frigate. Though the first one might be funny on a light frigate, as an anti carrier ability. Hack's the carrier's computer making it call back in it's squadrons.
3. This is actually a change I want to make. No reason to actually siege the planet with your siege frigates when you could be raiding them. I was actually thinking about adding the Siege role to the other pirate vessels to see if the AI would spam them at your planets.
4. lol, would be a funny description too with the apology. Could maybe have this setup similar to advent mines except have them be a model with the damage particle effects going on it. Rogue's variations on mines, lol.
I kind of wonder if the Envoy AI might be abused for the Rogue faction a little bit, maybe do some of the later stuff you pointed out and a nifty spy too.
Funny on the meteor though. I was going to implement something along those lines as a hangar upgrade for rogue. If you look at their hangar base you'll see why.
Hypercorp is a bit tougher I agree. Rogue was so easy to come up with ideas for...
So here's a little of what I've got designed/spec'd on Hypercorp's research tree...
Fabrication (Combat Tree)- your typical boring unlock this, upgrade thatSub Trees: Advanced Materials, Advanced Weapons, Advanced Designs
Psionics (Defense Tree) - This tree has Teleportation, Remote Viewing, Telekinesis, Pyrokinesis, Mind Control, etc
Science (NonCombat Tree)Sub Trees: Nano Science: Nano Extraction, Nano Facilities, Trade/Cargo, Nano Cloaking
Transhuman Science: Terran Morphs, Desert Morphs, Ice Morphs, Volcanic Morps, Military Morphs, Toxic Morphs (it's a theme )
Quantum Science: Mesh (Quantum Communication/Culture), Phase Jump, Star Jump Calculations, Worm Hole Calculations, Quick Jump Calculation, Jump AntiMatter Reduction, Worm Hole Generator (similar to phase gates)
I just played some R3 and tested the "new" destroyers for the big three.
The Vera is a good ship, but Gauss Burst only has one level, and Gauss Defense Rail Gun's second level loses all of its damage and some other stats, according to the info box.
The Salvation is great ship, but Repulsion Field doesn't seem to work.
The Marrasuk is also a good ship, and doesn't seem to have any bugs from what I have seen so far.
Aye having the rogues do less planetary destruction and resettlement and more stealing and plundering can only be good, so go ahead with the siege type cash farmer. Might aswell remove all their siege abbility well except for the caps i guess, and instead give them raid vessels that act as siege but steal instead of loot. Would change the faction nicely more into pirates because instead of seeing common spam of 5-6 vessels trying to bombard your planet into dust you would get pirate raiders trying to get rich. The emperor approves of this. If it were up to me id like an entirely new approach to taking planets for rogues but that is too hard, and having some abbility for planetary bombardment is not too out of character for the rogues i think, i can see scenarios where they would do it so letting the caps keep that abbility should work out nicely.
Yeah i see why you want a meteor for the hangar. hehe.
So the rogues are good then? You got enough ideas to toy with there i reckon, or you want more? I reckon one frigate that acts as a mobile hacking platform with the mentioned abbilities should do nicely for a utility frig, and then the changing of siege vessels to raid vessels, and why not make a fire ship? i see 2 possibly versions of it: one where it has really low hp and are slow but its explosion are fairly large and do big damage, in this case the ship should actually be able to be shot down before it gets close and explodes.
The other version would be the exact opposite and act more like a mine as you described it. I personally think i would prefer the slow big explosion, it would be a real piratish improvisation, fill up the oldest crappiest barge you got with whatever cheap soap-explosives and aim it at the enemy fleet and activate its autopilot (or tie the rudder and aim it in the genral direction:P)
I like that you have a psionic tree for hypercorp, it makes them stand out more, just try to steer them in a different direction than advent maybe so they wont be too similiar. Good idea though, The emperor approves.
Transhuman science: Morphs? i assume this is the standard pop increase for the mentioned terrain? Morphs hmm, interesting name, what made you choose morphs? I would think terraforming would come easier to mind.
Anyway you gave me something to work with with the trees, ill sit down and think abouth some abbilities for utility cruiser and starbase abbilities for hypercorp.
And whenever you have something that needs proofreading ill be happy to look it over.
By the way i looked real quick over the rogue cap ships abbility descriptions right now and there are still stuff to do! Cobra destroyer: reads:"...the captain clears out redundant lifesupport systems in favour of redundant repair systems" Change this to "...the captain clears out redundant lifesupport systems in favour of more repair systems" or "...the captain clears out redundant lifesupport systems and instead installs more defenses. Or whatnot.
Berzerk charge:Change to this maybe: supercharging their engines, the ship achieves a speed and acceleration that would kill an unaugmented human.
vipers kiss: The enhanced crew knows just where to place their shots to cripple enemy defences. i know you wanted to put in something related to their cyber-nature, but enhanced instead of experienced here do sound a little odd, or is it just me? Your call ofc i am just saying it as i see it.
Rogue Barrage: this def needs a new name, to put things in perspective: imagine an american general standing in hes bunker calling out "FIRE THE AMERICAN BARRAGE" and then comes from the sideline another voice "FIRE THE BRITISH SALVO" and then "FIRE THE GERMAN BOMBS", "CLEAN THE FRENCH TOILETS" etc lol. Dont say you dont agree with me.
Green arcadia:Raid ports: it reads despatches, shoudent it be dispatches? My poor english says it should. But you can slap me if im wrong.
last man standing: instead of "when called upon" which sound like your calling for a butler maybe use "when activated".
Ghost: the "Ion bolt" abbility could maybe be changed to "Ion Cannon" and the text as it is now is: "ion disables the targeted unit, preventing it from moving or attacking" what abouth dooing: "The ion cannon disables the targeted unit, preventing it from moving or attacking for a short duration" OR "Firing the ion cannon at an enemy vessel, the enemy are left totally helpless for a short while". Or whatever you want, just put something before "ion disables"
AnnaV: mighty shot: Maybe change name, based on its description it is a missile attack, and mighty shot sounds like a cannon, can use "Missile strike/Rocket strike", "Missile salvo/Rocket Salvo" instwad i guess, seeing it is a missile attack that can hurt several along a path it neccecitates several missiles so salvo should be the most accurate.
rapid reload: Seeing this affects every ship in a radius and the description says something abouth it beeing done to impress the capt'n, wouldent inspiring presence be a much better name?
Lol some nitpicking here. I am fond of that, but you dont have to answer, i am just reminding you incase you have forgotten and trying to push my views on you like a used car salesman.
edit: discovered a bug with the nephilim. The starbase uppgrade module mass reverence can be purchased to lvl 2, but when you buy rank 2 the visible stats stay the same as lvl 1 and it is still listed as lvl 1. I dont know if it actually changes, but it looks like it dont.
: Discovered another possibly bug, the nephilim research bliss->faith->healing has 2 levels and when i buy the first i notice all my structures and ships in the viscinity of the holy shrine gain 1.5 point of hull repaired/sec, but when i purchase rank 2 it stays at 1.5 and i dont see any change. Maybe it gives something that is not visible but i just thought id let you know just incase.
: came across two names for plague cap ships that i thought sounded a mite off: pluto and osiris. I know pluto is a different name for hades but it was used when speaking of the underworld in a positive matter, and well, the plague is anything but positive, and osiris wasnt in any way seem as evil so i found the names a bit strange.
Im adding a few fitting mythical evil names incase you feel the urge to replace some, if you want the meaning aswell just let me know:
Abbadon, Demogorgon, Lamia, Nergal, Apep, Dagon, Kali, Leviathan, Mammon, Malphas, Moloch, Orcus, Morana.
: the invictus class cap ship has an abbility called retaliation, it is a damage shield, Why does this not show the duration of the effect? I have noticed that in other mods aswell. This type of abbility never shows duration. Its kinda annoying not knowing how long it lasts. Is this some hardcoded bull in the engine or something perhaps?
: the plague blood hunter vessel has two abbilities that can be researched, one work just fine because it requires no matter but the other requires matter and therein lies the problem, because the blood hunter got zero matter.
: regarding the biochemical receptor growth research is it only supposed to affect cap ships, the previous 3 researches in the same tree each added a stacking 10% to various areas for both frigs, buildings and caps but the 4 research biochemical growth research only seem to give the last 10% to cap ships, is this intentional or a bug?
: i also came up with an abbility for hypercorp: Clone/cloning center/Cloning lab/cloning facility/whatever:it can be an abbility for a cap ship or for a structure/starbase. The corporation clones its most valuable employees so as to not loose their service should an untimely death occur. This way, when a skilled captain is killed in battle, the corporation can bring him back to continue hes job. This will be like the ressurection abbility of the advent in effect, target a ship and give it the higher level of a deseased crew. (if that is how that ability works, ive kinda forgotten)
: besides that i kept thinking that a hypercorp should have some financial research aka, stock market, stock manipulation, corporate payout etc, just take the terms from the corporations of today and wall street i guess, they are as corrupt as they come, i just had to say that.
: Meh, bad news, the hypercorp still ctd's when you manually click on the crystal extractor, note it only does so on the crystal extractor, not the metal extractor. You can build them from the planetary build meny just fine but the crystal extractor is no-no manually. My appolgies for the mistake when i reported it fixed, i must have failed to check what extractor i was clicking on.
I'm going to play a few games against a Rogue AI and see how they perform with this tomorrow.
I know Advent has it, but in reality if one race can do something there is bound to be another race that can too
I think this could add flavor... I'll work on some prototypes after all the other stuff is fixed and tested.
I've made a lot of the changes suggested. Some of it's potatoe/potato in the end
I think on the mass reverence I had different intentions and never got back to it. I need to rethink what I want there. In the meantime I've fixed the issue with the second level.
Fixed the Healing to change stats on upgraded level.
done
It's an engine deal
Whoops
Yes, the plague growth stages are done with abilities. I can get up to 3 stages reasonably well for frigates and an unlimited for capital ships. Basically the capital ship approach wouldn't really work real great with massed frigates so this is the best compromise I could come up with.
Another option would be to drop the fourth upgrade and add some normal type research buffs.
I wouldn't mind it being a high tier lab special structure. The archailect will get this by default as they are all Infomorphs (there's that morph again )
Haha, everyone wants corporations to be corrupt I like the ideas though.
No thanks. I was able to do a diff between the two after knowing this, issue resolved now (The crystal extractor's role type was REFINERY versus CRYSTALEXTRACTOR... wierd it never ctd for me).
Potato! No POTATO! Hehe.
Glad everything worked out, i guess you have some stuff to occupy yourself with implementing now, ill see if i come across any more bugs when playing, but they are a dying breed. Ill think on more abbilities for the hypercorp and the rogue starbase aswell as utility frigs for the corpies and see if i can dredge something up, let me knw if there is anything besides that you want done.
Yes, lots to occupy with now.
On the side, moons as Star Bases will work and should be usable by the AI too I'm going to move forward with this approach. The basic premise is you'll start with a normal moon and choose whether to upgrade it to a Star Base class moon or you could not upgrade it and deploy a normal Star Base.
On the extractor/refinery I'm going to have to do this as an upgrade. Basically, the AI doesn't like it if there isn't a normal role for CRYSTALEXTRACTOR or METALEXTRACTOR and won't build the refinery based extractors. It's also why you mini-dumped clicking on the crystal/metal roid when the role type wasn't present. The other issue is the refinery doesn't work right if it doesn't have the REFINERY role type. I'm still going to use both the normal extractors and the combo refinery/extractor. The normal extractors will be used by both the AI and human player, while the refinery/extractor once unlocked will only be used by a human player. Given the AI can get resource cheats and there are several other items the AI can't use I think this is an acceptable compromise.
Have any ideas for Moon base upgrades? I'm thinking the standards should be defensive/economy type upgrades for the most part (Block Colonize, Hangars, Population, Culture, etc).
Good news on the starbases, but does that mean that you will only be allowed 1 star base and not both the moonbase and the normal one? That will be like potato no poteto. We need both! or its like: "i am giving you this!" And we are like "yeah " and then you are like: "but i am taking this in return, muahahaha!!" <shakes head>
Hm yeah, atleast i was thinking population, would be far easier to build a huge city on the moon than a floating city in in the sky, and i can easily picture us inhabiting the moon sometime in the future, "Exotic resort for the rich" ugh.. lol.
What are you thinking abouth uppgrades, just blue copies of the various starbase uppgrades, 2 tiers or a different approach entirely? another factor that matters is how much controll you have over the moons placement/how much controll you choose to exercise. If its in a bad place its guns wont be of much use, but i talked of all this in an earlier post. Let me know a bit more what you are considering.
Hmm too bad with the extractors but i think your solutuion wil pan out just fine.
Too be honest i have never understood how an orbitol base can prevent someone from taking the planet, all they need to do is land troops on the other side of the planet. Hehe. But yeah i guess the standard uppgrades would be fine, you just need something special to make the starbase stand out or it will just be an alternate skin for the regular starbase, is there a limit on how many tiers each uppgrade can have by the way? like for instance could you have 8 tiers of say population or weapons?
You introduced something really nice when you added a 5 abbility to the rogue capitals, its so damm booring having 10 levels and 10 abbilities, you know you get them all in pretty much no time. Much more fun having to choose what abbility you want.
I think there should be some risk reward to converting your moon to a Starbase. However, we aren't limited to the vanilla type upgrades. We could for instance allow 8x population upgrades. or allow some defensive installments if you are on the front line. We also have a wide array of abilities that could be attached to a moon as well. One way to look at it is Moons are the civilian version of the Starbase with heavy econ/defensive potential, Standard starbases are a conservative mix of the combat/defensive, And the converted super cannons will be pure offensive and no econ.
We could increase the star base count for terran planets but I kind of like the idea of choices for a player. But I'm open to the suggestion.
Also, this approach will allow for Moons to be placed and capturable on neutral planets.
Ya, I was disappointed watching the AI but understood the limitation. It's an acceptable compromise and I'll be using the same mesh regardless.
I just accept it as a game mechanic. It's sort of like Norad I guess, but really just a stop gap measure. A more realistic version would have been to prevent colonization for x minutes after bombing started and your planet health is zero forcing you to try and chase them off.
Yep, I like the choice consideration that added. I'm planning on a simple variation with Hypercorp but not quite as dramatic as the Rogues.
Would it be possibly to have it act similiar to a planet? As in you would have to colonice it to start building on it, and when it is attacked and brough to zero hp then you would in effect loose the moon similiar to loosing a planet to bombardment, but the moon would still be there, and you would need to recolonice it and rebuild unless the enemy decided to posess it. Hmm would prob be impossibly to code heh. Anyway it is good news that you have more freedom to work with abbilities on the moon, i personally like the idea that you could choose among many high tier abbilities, in effect deciding that your moon could be a huge population center, bristling with deadly defences or any combination of the abbilities you put there. They should have done that with reg starbases too imo, weapons: many ranks, hp/hull regen: many ranks, shield/shield regen: many ranks, population: many ranks, culture: many ranks, hangars: many ranks etc. It would give players alot more choice in what to take, as it stands now its pretty clear cut what you go for.
I guess moons should have : 1 population, 2: Offensive installations, 3: defensive installations 4: Maybe culture 5: special race related stuff
Depending on how many abbilities you have to choose from you could even split the abbilities up into more specific areas like laser batteries for short range heavy damage and missile silos for long range weaker damage, shield generators for planetary shields, fortified positions for more hull and hp etc etc.
The more i think abouth it though, the less i like the idea of a moon just beeing destrtoyed like a regular starbase. Hmm.
You should really talk to the Maelstrom Author . He also has moons in his mod . Dip R4 version ( latest). But his moons orbit random planets and all are different moons oh and he got a black hole to work right..lol..
Any moon that is orbiting the planet is really just part of the planet mesh. While visually pleasing this has no effect on gameplay. Black holes might be interesting though. Distant Stars has those too.
No, not really. He resorted to using the same tricks the rest of us modders use, albeit, a lot less complicated.
The DS version is quite complex and results in a ship sliding across an area somewhat uncontrollably as if you just drove onto a frozen lake, though if you stop the ship manually, you can work your way out... If you survive the damage. The intent was to make the ship spin uncontrollably while this was happening making it difficult for a player to work their way out, but it just doesn't work out that way.
The Maelstrom version stops ships dead cold in their tracks which is the opposite of the intended effect that a black hole should have, making escape much easier. Also the Maelstrom version if you have a hull (and shield) restore rate of 2 or better, the damage is effectively erased, and if you don't have that, the damage stops after you lose your shields, or your ship takes 500 damage.
Both black holes perform an insta-kill at the moment a ship crosses the event horizon. So as long as you're paying attention, you can get out. The AI's fail miserably at this and drive ships right into them. Yet one more failing of the AI, which is why black holes are a manual setting not a random one for most (all?) mods that include them.
As a player, I'm disappointed by both. As a modder, I understand the limitations of the game and of the AI, so I accept both ways as valid attempts. The real issue here is that the force from spawner effect, when given a negative value, for all intents and purposes, does nothing. A pity really, since having this effect actually work as it's supposed to, would make black holes work simply by sucking you in. (Would also open up the possibility of ships and structures to have tractor beams.) Maybe we should start a campaign for 1.3.
So are you any closer to deciding what you will do with the moon-base Zombie?
I still think you should be able to build both on the moon and have a regular starbase by the way lol... i just had to say that again.
I tried all your version of DS , even thought i like your mod , i have yet to see black hole work right in any of your version's.
I see room for improvement on the black-hole and have some idea i will post on his thread .. I wasn't trying to pit one mod over another ,
Not my version, but.... That was basically my point, they don't work right. They don't work right in ANY mod because the effect used doesn't work, but it's the best we've got available. I understand you're being supportive of your favorite mod, but from a modder's point of view, it's broken, just like all of the other attempts.
Now at one point, I did have an effect that did suck ships in, however there was no way for the ship to break free of this pull which resulted in me putting a time limit on it so they had the opportunity to get away. The problem at that point was that the ship just played tug-of-war. The effect would pull, the ship would drive away, the effect would pull, the ship would drive away, the effect would pull, the ship would drive away... And so on until the ship escaped or the black hole destroyed it. While technically, it worked, visually, it sucked bad. No pun intended. So bad in fact, that I just threw the whole thing out.
Besides any of that mess, AI's don't know what to do when running into one of these, so when used in a game, you can watch massive fleets drive in, and stupidly, drive right across the event horizon and get killed. Maelstrom put limits on the damage, I assume, because of this, which is perfectly fine because the player just avoids them in the first place, so it saves the AI. But like I said before, as a player, it leaves me disappointed. As a modder, I'm aware of the limitations so I accept it as a valid attempt.
Nobody's doing that, just discussing the mechanics involved in the process of one entity.
You could always use Stock Market as an uppgrade for regular hypercorp starbase, it could give a random value between x and y every income cycle. Just a lazy idea that came my way. My brain have been away lately so i havent been able to to come up with much.
I don't think this is possible based on my understanding. For one the only colonizable entities are planets. Moons could start as a neutral entity requiring the player to capture it which would simulate a colonize. The next part about not being able to destroy the moon is more problematic as the choices are somewhat limited. If I could reliably simulate this by destroying the star base and putting a normal moon back in it's place it could work. But my recollection is trying to create entities on death doesn't work well (I'll retest to verify though).
Good ideas. I'm thinking I'll build a standard moon star base template and get it deployed for all races and then build on some of the cooler stuff.
I understand, I'm wondering if a more persistent explosion effect could be done too that renders a destroyed moon that is no longer an impact in the game.
I wish you could limit starbases in the gravity well by race and type, that way you could have more than one but not two of the same. It's an easy option though on Home planets to enable two starbases if needed.
I appreciate it too, and gave some silent kharma earlier. Black holes are an interesting feature, but killing the AI is not as much fun.
Actually, this would be interesting as a modifier to planets with trade ports.
And now back to basketball games for another weekend tourny...
Have fun with the tourney.
edit: i hope your playing yourself and not sitting in a comfy chair shouting for your wife to bring you another beer, while one hands graps your balls and the other shoves potato chips into your mouth. <grins>
Hmm so what you are picturing is the trade center as a stock exchange? With general research uppgrades to improve the income from the said building?
For the prevent colonization of planet you could perhaps go with something like "private contracters/private army" --"the hypercorps private army is deployed to the planet to secure it against any form of invasion" or "private contractors are employed en masse to defend the planet against any planetary invasions" etc etc
I noticed, thanks.
Enjoy the B-Ball.
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