Tereanan Technology Ideas/Questions
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posted on March 17th, 2011, 6:57 pm
I have a few ideas/questions about certain things I want to implement for the Tereanan Empire mod I'm working on.
For the Neutronium Armor Plating, I was thinking that it should be researched and each ship/station would have to be refitted with the new armor. The refit would cost lots of resources and would increase with vessel size. After the refit, the vessel would gain the following:
10x hull strength.
13% more likely to be hit by torpedoes.
Crew and subsystems are fully protected from conventional weapons.
After the research is complete, you would also be able to build vessels that already have Neutronium Armor Plating for an increased cost and build time based on vessel size. The 75% weapons resistance I wanted to give for the neutronium armor plating would be replaced by the 10x hull strength. I'm sure that this wouldn't be overpowered if you had to research the Neutronium technology and then refit each individual ship and station.
For the start of the game, you start with a single constructor. When you select the constructor, you can move it to a specific location, but you can't build anything unless you select your avatar. Once the avatar is selected, the constructor now gains the avatar stations and an additional constructor plus a scout is warped into the map.
Exactly what would I do to get the warp-in to happen when the avatar is selected? I know that the "avatar selection" constructor will be replaced with the specified constructor, but how would I get it to trigger the other constructor and the scout to warp in automatically and prevent anyone from using it manually?
And would it be overpowered to have the starting constructors and the starting scout to already have Neutronium Armor Pating?
For the Neutronium Armor Plating, I was thinking that it should be researched and each ship/station would have to be refitted with the new armor. The refit would cost lots of resources and would increase with vessel size. After the refit, the vessel would gain the following:
10x hull strength.
13% more likely to be hit by torpedoes.
Crew and subsystems are fully protected from conventional weapons.
After the research is complete, you would also be able to build vessels that already have Neutronium Armor Plating for an increased cost and build time based on vessel size. The 75% weapons resistance I wanted to give for the neutronium armor plating would be replaced by the 10x hull strength. I'm sure that this wouldn't be overpowered if you had to research the Neutronium technology and then refit each individual ship and station.
For the start of the game, you start with a single constructor. When you select the constructor, you can move it to a specific location, but you can't build anything unless you select your avatar. Once the avatar is selected, the constructor now gains the avatar stations and an additional constructor plus a scout is warped into the map.
Exactly what would I do to get the warp-in to happen when the avatar is selected? I know that the "avatar selection" constructor will be replaced with the specified constructor, but how would I get it to trigger the other constructor and the scout to warp in automatically and prevent anyone from using it manually?
And would it be overpowered to have the starting constructors and the starting scout to already have Neutronium Armor Pating?
posted on March 17th, 2011, 7:06 pm
if u cant build anything until avatar is selected then why not use the current fo system, forced to choose avatar before doing anything, then give the additional constructor and scout immediately.
posted on March 17th, 2011, 7:16 pm
Several reasons. (1) The chroniton weapons cause some balancing issues, so you don't have a starbase in order to compensate, which means no initial defense. (2) It is more realistic to start out with only ships instead of a station, and (3) I want something unique for the Tereanan Empire.
posted on March 17th, 2011, 7:29 pm
Well if you don't want a starbase, you can still take the same approach. Just when you choose the avatar it replaceweapons into a constructor instead.
posted on March 17th, 2011, 7:33 pm
Furthermore, Sigma uses this approach to setup each match
Although it does not warp-in vessels, but that's certainly not too hard to add in.

posted on March 17th, 2011, 9:49 pm
I'll take a look into it and see what I can do. In the mean time, what do you think about my idea of having to refit Tereanan ships with Neutronium Armor Plating after it's been researched instead of it always being built into the ships? And instead of reducing the damage recieved from weapons, simply increased the hull strength?
If the research gave you the ability to refit your ship and station hull with Neutronium armor, increasing the hull strength by a factor of 10, what would be a fair cost for refitting the vessel? What about building the vessel that already has Neutronium armor and not needing a refit?
Maybe the refit could cost a huge amount of Dilithium, but very little tritanium, and ships that are build with it could cost maybe 3x more Dilithium and 1.5x more Tritanium. With the maximum speed of the ship being reduced by 5-30% based on size.
If the research gave you the ability to refit your ship and station hull with Neutronium armor, increasing the hull strength by a factor of 10, what would be a fair cost for refitting the vessel? What about building the vessel that already has Neutronium armor and not needing a refit?
Maybe the refit could cost a huge amount of Dilithium, but very little tritanium, and ships that are build with it could cost maybe 3x more Dilithium and 1.5x more Tritanium. With the maximum speed of the ship being reduced by 5-30% based on size.
posted on March 17th, 2011, 9:54 pm
what should it cost: a lot, 10x more hull strength, so 10x as much ability to take fire. not 10x the dps, so <10x the cost, but still quite a lot of cost increase.
posted on March 21st, 2011, 1:45 pm
Last edited by Anonymous on March 21st, 2011, 2:06 pm, edited 1 time in total.
I just found another reason to make it so you have to select the constructor to select the avatars. I tried the sigma mod, but only 3 avatars are selectable. With the avatars being selected by pushing a button in the comm pallet on the constructor, it'll guarantee that all avatars are visible instead of just the avatars that happen to be on screen.
Besides, with just the construction ships and no official starbase, you can be a bit more sneaky in your strategies.
Here's an idea, for some Tereanan ships, I'll make it so that when they come out of the shipyard, they can be refitted with modules. While others have predetermined configurations. These vessels would be different based on what avatar you picked. I estimate that the ships with these options would have around 300-1000 ODF files while the ones without these options would have around 50-200 ODF files.
I was wanting to make it so that when any Tereanan ship reached Veteran rank, it could be refitted with modules and be able to reach Veteran rank again, but when I found that it would take a minimum of 1000 ODF files per ship, I decided not to do that.
I think I'll make it so that only 5 vessels total can be refitted with modules. And only if they are not affected with avatar bonuses. Maybe I'll make it so that you can refit the vessels with modules, but they loose their avatar bonuses. It would take too many ODFs in my opinion to allow vessels to be refitted, but keep their avatar bonuses. Should these vessels keep their avatar bonuses?
By the way. For these modules, I have some questions. Specifically regarding the Neutronium module.
If the Neutronium module is selected, could the build code be made like this?
Would this be possible or would I need to modify it a little?
EDIT:
I'm also trying to add my own shield textures, but there is nothing in the guide that tells me how to do it. I'm having trouble locating the sprite file with all of the shield sprites.
Besides, with just the construction ships and no official starbase, you can be a bit more sneaky in your strategies.
Here's an idea, for some Tereanan ships, I'll make it so that when they come out of the shipyard, they can be refitted with modules. While others have predetermined configurations. These vessels would be different based on what avatar you picked. I estimate that the ships with these options would have around 300-1000 ODF files while the ones without these options would have around 50-200 ODF files.
I was wanting to make it so that when any Tereanan ship reached Veteran rank, it could be refitted with modules and be able to reach Veteran rank again, but when I found that it would take a minimum of 1000 ODF files per ship, I decided not to do that.
I think I'll make it so that only 5 vessels total can be refitted with modules. And only if they are not affected with avatar bonuses. Maybe I'll make it so that you can refit the vessels with modules, but they loose their avatar bonuses. It would take too many ODFs in my opinion to allow vessels to be refitted, but keep their avatar bonuses. Should these vessels keep their avatar bonuses?
By the way. For these modules, I have some questions. Specifically regarding the Neutronium module.
If the Neutronium module is selected, could the build code be made like this?
- Code: Select all
moduleXGroup = Y
moduleXType = "N"
moduleXButtonRect = X Y X Y
moduleXButtonSprite = "b_ter_moduleN"
moduleXButtonTooltip = "AUTOTOOLTIP-ter_<vessel>_moduleN.odf"
moduleXRequiredTechnology = "terR_neutronium_armor"
ntypeallowed = 1
buildItemXCode = "neutronium_<1><2>"
buildItemX = "ter_<vessel>_neutronium_<1><2>"
Would this be possible or would I need to modify it a little?
EDIT:
I'm also trying to add my own shield textures, but there is nothing in the guide that tells me how to do it. I'm having trouble locating the sprite file with all of the shield sprites.
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