ZergMazter
Prince
I've been checking out a few mods and I had an idea for a mod inspired on Balthazar's Mars mod, and someone's solar system's terrain (he did not leave his name in the zip)
The Idea
I had the idea of making a mod with planets. These are different kinds of planets though. Instead of making 1-4 tile worlds I will generate a super massive map and fit it with 4 worlds. I will have Earth, 1 mars like world, and 2 more, but they will be actual maps, spherical shaped within a gigantic map separated by deep space.
World composition
-The worlds will have an internal water source only and will look like regular water. I'll choose the coast water for this.
-The sea will be replaced by a layer called 'orbital' space which will be some tiles in width and surround the entire planet. Will use different graphics.
-The ocean will be replaced with 'deep space'. Will have different graphics.
-Earth will look like earth, I will use Balthazar's mars terrain for Mars
-The remaining 2 still need to be worked out, but I plan to use the 'Hell Terrain' for one with lots of volcanoes.
The mechanics of space
-Naval ships will be only allowed to use water (coast). These ships will not jump into orbital space (impassable to wheeled).
-With the advent of space flight satellites will be the first to enter orbital space, followed by other early orbital ships which will greatly increase their movement as they navigate around the planet (AI compliant based on previous knowledge). These ships will strand in deep space if they attempt to jump it (Sinks in ocean).
-With the advent of Ion drive ships that would have otherwise become stranded and lost in deep space will be able to finally go for deep space travel. However progress is slow in the vast emptiness of space. You must find paths of orbital space that surround big stellar objects in order to move faster to your destination/exploration.
-With the advent of Hyper drive the rules change. You are now able to travel deep space efficiently. It is still a good idea to use the orbital space lane as it boosts your speed still, but you are no longer fully limited to it.
-With the advent of Warp drive the rules change yet again. You are now able to bend space and time, and blast the space surrounding your ship faster than the speed of light and get to your destination in a mere instant. Due to the nature of this very complex technology only a massive particle accelerator reactor found only inside a capital ship is able to do it. Jump with care as you never know what you'll find on the other side and these are very expensive ships.
The good news is the reactor is powerful enough to keep the portal open, allowing ships left behind to teleport to the capital ship (human side) as long as it has power. AI is too stupid so I will make up for it some other, similar way.
The gameplay
-Players will be segregated in planetary groups. People from each planet will be completely unaware of what is going on over the other planets until late game when they finally make contact.
-It's basically the full spawn of a normal conquest game with a beyond earth theme end game bonus. Think conquering your planet is good enough? Try conquering the galaxy. Better yet try to survive a sudden unknown advanced martian invasion 'war of the worlds' style. At that point your goal is surrendering and buying time.
Specs
-There will be 4 groups of 8 nations (one with just 7).
-Races will be Humans, Martians, Groxz, and Greyz.
-Might add minor races that occupy small planets rich on resources if 8 nations per planet turns out to be too much. (happy colonizing)
- Will try to implement my new naval/spaceship fighting system for modular ships, or
the most I can, which involves:
-Sensor targeting modules =For detecting the invisible.
-Defensive targeting modules=For shielding
-Offensive targeting modules =For attacking.
-Radar targeting modules =For detecting long range attackers.
After all who wants to see their prized ships dying in 1 turn after all the hard work done to build them?
I will get started and organize my ideas. Unfortunately I suck with graphics so I will need some help having all the mentioned terrain resources coastal land tiles adjusted to the same universal water color that will be used.
The Idea
I had the idea of making a mod with planets. These are different kinds of planets though. Instead of making 1-4 tile worlds I will generate a super massive map and fit it with 4 worlds. I will have Earth, 1 mars like world, and 2 more, but they will be actual maps, spherical shaped within a gigantic map separated by deep space.
World composition
-The worlds will have an internal water source only and will look like regular water. I'll choose the coast water for this.
-The sea will be replaced by a layer called 'orbital' space which will be some tiles in width and surround the entire planet. Will use different graphics.
-The ocean will be replaced with 'deep space'. Will have different graphics.
-Earth will look like earth, I will use Balthazar's mars terrain for Mars
-The remaining 2 still need to be worked out, but I plan to use the 'Hell Terrain' for one with lots of volcanoes.
The mechanics of space
-Naval ships will be only allowed to use water (coast). These ships will not jump into orbital space (impassable to wheeled).
-With the advent of space flight satellites will be the first to enter orbital space, followed by other early orbital ships which will greatly increase their movement as they navigate around the planet (AI compliant based on previous knowledge). These ships will strand in deep space if they attempt to jump it (Sinks in ocean).
-With the advent of Ion drive ships that would have otherwise become stranded and lost in deep space will be able to finally go for deep space travel. However progress is slow in the vast emptiness of space. You must find paths of orbital space that surround big stellar objects in order to move faster to your destination/exploration.
-With the advent of Hyper drive the rules change. You are now able to travel deep space efficiently. It is still a good idea to use the orbital space lane as it boosts your speed still, but you are no longer fully limited to it.
-With the advent of Warp drive the rules change yet again. You are now able to bend space and time, and blast the space surrounding your ship faster than the speed of light and get to your destination in a mere instant. Due to the nature of this very complex technology only a massive particle accelerator reactor found only inside a capital ship is able to do it. Jump with care as you never know what you'll find on the other side and these are very expensive ships.
The good news is the reactor is powerful enough to keep the portal open, allowing ships left behind to teleport to the capital ship (human side) as long as it has power. AI is too stupid so I will make up for it some other, similar way.
The gameplay
-Players will be segregated in planetary groups. People from each planet will be completely unaware of what is going on over the other planets until late game when they finally make contact.
-It's basically the full spawn of a normal conquest game with a beyond earth theme end game bonus. Think conquering your planet is good enough? Try conquering the galaxy. Better yet try to survive a sudden unknown advanced martian invasion 'war of the worlds' style. At that point your goal is surrendering and buying time.
Specs
-There will be 4 groups of 8 nations (one with just 7).
-Races will be Humans, Martians, Groxz, and Greyz.
-Might add minor races that occupy small planets rich on resources if 8 nations per planet turns out to be too much. (happy colonizing)
- Will try to implement my new naval/spaceship fighting system for modular ships, or
the most I can, which involves:
-Sensor targeting modules =For detecting the invisible.
-Defensive targeting modules=For shielding
-Offensive targeting modules =For attacking.
-Radar targeting modules =For detecting long range attackers.
After all who wants to see their prized ships dying in 1 turn after all the hard work done to build them?
I will get started and organize my ideas. Unfortunately I suck with graphics so I will need some help having all the mentioned terrain resources coastal land tiles adjusted to the same universal water color that will be used.