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Space Opera 2016-10-05

@ Miles Teg, your list of strongest to the weakest sounds about right. I just won a VP victory with Weyland on Monarch. This might change in the future with UU's.

How did the Shadow Cartel cross the galaxy anyways? :p
Well, I needed one human civ to start on the other side of the galaxy to balance the map. Shadow Cartel seemed the logical choice, as they would want to distance themselves from the other humans since they have a well deserved reputation as being criminals. How they got there? I'd have to say gumption.

What are the Nebula for? Their immobile and they don't cover any special positions.
Nebula do have Zone of Control, and they will damage passing ships. Some are strategically located to "defend" the four corner VP locations. Other than that, they are included as aesthetics, to break up the monotony of space.

How exactly do you kill a black hole or a nebula with lasers or whatever :p
I know that destroying a black hole or nebula with any kind of weapon is 100% unrealistic. That is exactly why this scenario is a Space Opera. If something seems unfeasible, it probably is. Most space movies would be much more dull if they only stuck to what is technically possible.

Most important early tech is Space Fleets, can't have a space opera without spaceships.
Yes, this is a very key early tech. Coupled with the +1 ship movement, I think it makes the Spacefaring trait the most desirable.

Playing as the Smugglers just begs for an early invasion or two.
Yes, they are powerful early, but that will be short lived. Like I have said, these guys aren't supposed to win, but they represent the portion of the galaxy living off the grid, so to speak.

I don't suppose you could use an updated civlopedia?
I know the pedia is bare bones for a lot of items. I could have made it more robust, but then the scenario would not have been ready for a long while. I would love to incorporate any pedia entries that you or anyone else would like to contribute for an expansion.

@ Bunny Lard, yes, that is a modified Pillar of Autumn. I rather liked the heavy armament I put on it.:)
 
I've played around with the various human factions and heres my impression in order of strongest to weakest:
Peoples Alliance
Weyland Corporation (Strongest faction for a real person)
Divine Council
United Republic
Solaris Empire
Confederacy

AAAGGHH, no wonder I had such a hard time starting with the Confederacy! (Especially cuz I was at war with the Peoples Alliance :))


@NavyDawg- I had a problem when stealing technology from the Smugglers. Since they have their own techs (which can't be stolen) If you succeed in stealing you are then trapped in the Science screen and unable to exit since the advisor keeps asking you to choose a technology to steal. I suggest that if you change the "Collective" government type to be immune to stealing tech., you could solve this problem.

Other than that, great mod and well worth the download time to any doubters!
 
Leaven, Thanks I'm glad you're enjoying it.

AAAGGHH, no wonder I had such a hard time starting with the Confederacy! (Especially cuz I was at war with the Peoples Alliance :))
The People's Alliance does start strong for the AI. I think the reason is this:
Most human civs are nomadic at the start. After they build their first settlement, they have refugees available to join the colony and increase the population (this represents the civilian population that they took on the space voyage). Hopefully, human players will take advantage of this. The AI, on the other hand, probably won't, so they start with a smaller population from the beginning. This affects how quickly they expand. I'm not sure how I'll change this (or even if I will) in a later version.

@NavyDawg- I had a problem when stealing technology from the Smugglers. Since they have their own techs (which can't be stolen) If you succeed in stealing you are then trapped in the Science screen and unable to exit since the advisor keeps asking you to choose a technology to steal. I suggest that if you change the "Collective" government type to be immune to stealing tech., you could solve this problem.
Good catch. I'll definitely make this change.
 
WOw, WELL DONE!! I don't have civ at the Academy but I wish I did!! Great job, a true modder!!
 
Polyphemus, thanks. I might have a new version out by the time you have a computer again - maybe next summer? BTW, congrats on getting through the Freshman summer. I don't know how it is for the AFA, but the guys at Annapolis sure have a tough time. I myself went to OCS and was only subjected to a short thirteen weeks of Marine Corps drill instructor abuse!:)
 
Hello NavyDawg
I am delighted by your :cool: scenario. It delivers smooth, and extremely well paced game play. I will try to do my best in helping you expand it.

I already would like to show you two units that will fit well into a future expansion.
The EU Battlewalker by Wyrmshadow:Link
The Archadean Air Dreadnought by Hikaro Takayama:Link
 
RedwallFortress, thanks, I'm glad it is running well for you. Those are both great units, and there are countless others here that could fit in well in a sci-fi scenario. I will endeavor , however, to include only units made by me to make the mod different from others as well as provide a continuity in appearance. Also, I enjoy making sci-fi units of the infantry, spacefighter, spaceship variety.
 
Leaven, Thanks I'm glad you're enjoying it.


The People's Alliance does start strong for the AI. I think the reason is this:
Most human civs are nomadic at the start. After they build their first settlement, they have refugees available to join the colony and increase the population (this represents the civilian population that they took on the space voyage). Hopefully, human players will take advantage of this. The AI, on the other hand, probably won't, so they start with a smaller population from the beginning. This affects how quickly they expand. I'm not sure how I'll change this (or even if I will) in a later version.


.

Just start the cities at size three.
 
I have just started on my third game. As before ;):D great scenario, but it is bit unrealistic that all the ground forces are infantry. It is hard to believe that war will be fought only with Infantry. There should be some kind of future Tanks, APC's, Battle Mech's in the :hammer: scenario.
 
I have just started on my third game. As before ;):D great scenario, but it is bit unrealistic that all the ground forces are infantry. It is hard to believe that war will be fought only with Infantry. There should be some kind of future Tanks, APC's, Battle Mech's in the :hammer: scenario.

Perhaps even, dare I say it, some of la dav's Gundam units (all of which I have somewhere). But I do remember Navydawg saying he wanted to try to use his work as much as possible. Which is cool by me, he has a lot of outstanding units (I spend far too little time to see if he has any other works of art :blush: ).

Still haven't been able to play this beyond about 3 turns, due to my day starting at 8:00 AM with classes every little while until I go home at 9:00 PM. Not cool. Eventually I'll find (or make) time to play this.
 
Regarding units, I strongly believe that the terrain in the mod does not lend itself well to having wheeled units in game. I'd either have to make tanks amphibious, or watch them driving from asteroid belts to planets. Infantry seemed a better fit. Mechs could work also, but I personally find infantry units more interesting, and did not want the late game to be dominated by tons of lifeless mechs. I think a majority of infantry units is more in keeping with the Space Opera concept. That said, I might make some more mechs/robots for future releases (I do have some models).

Of course I think that armor/robotics will be a large component of future warfare, but infantry as the backbone (as they are today) may still be the standard. With the right weapon, a cheap infantryman (in terms of training at least), can easily disable much more expensive mech weapons, e.g. anti-tank handhelp weapons.

Thanks again for the interest guys, and keep the comments coming!
 
Of course I think that armor/robotics will be a large component of future warfare, but infantry as the backbone (as they are today) may still be the standard. With the right weapon, a cheap infantryman (in terms of training at least), can easily disable much more expensive mech weapons, e.g. anti-tank handhelp weapons.

Thanks again for the interest guys, and keep the comments coming!

I do agree, wheeled units are completely out of the question. The thing I like about the Gundam/mobile suits units are their ability to fight on earth, and in space (with slight modifications of course).

For example:
This is the standard Leo mobile suit:
Spoiler :
OZ-06MS_Leo_Early_Type.gif


And this is the Space Leo mobile suit:
Spoiler :
OZ-06SMS_Leo_Space_Type.gif


The only difference being the propellant pack (I forget the actual name off hand) on the back of the Space Leo (strangely enough, in the Gundam Wing series, all the average joe mobile suits are named after astrological signs: Ares, Pisces, Leo, Taurus, etc :crazyeye: ). It may also have some extra boosters located in the base of each foot.

And if you tried to make one, with your unit making skills, I believe you would succeed VERY easily. Just an FYI for consideration.

--------------------------------------------------

I would be available a bit for advice on them should you consider making them, and if I don't know, there are several Gundam series junkies (I want to say MarineCorps, but I'm not positive. Perhaps junkie is not the best word either) both here and in the Anime Club I'm a member of. So if I don't know it, one of them most likely will. I believe la dav also made some awesome Gundam units, and though I haven't seen him lately, he may also offer some advice.
 
Regarding units, I strongly believe that the terrain in the mod does not lend itself well to having wheeled units in game. I'd either have to make tanks amphibious, or watch them driving from asteroid belts to planets. Infantry seemed a better fit. Mechs could work also, but I personally find infantry units more interesting, and did not want the late game to be dominated by tons of lifeless mechs. I think a majority of infantry units is more in keeping with the Space Opera concept. That said, I might make some more mechs/robots for future releases (I do have some models).

Of course I think that armor/robotics will be a large component of future warfare, but infantry as the backbone (as they are today) may still be the standard. With the right weapon, a cheap infantryman (in terms of training at least), can easily disable much more expensive mech weapons, e.g. anti-tank handhelp weapons.

Thanks again for the interest guys, and keep the comments coming!

To limit the number of Mechs that are in the game, You could make them auto-produced by different buildings. This will be in keeping with the idea that they are essentially a support unit for the Infantry Forces.
 
I wonder if there is any way to alter the way terrain is shown on the minimap... it would add a nice touch, but I'm afraid it might be impossible.
 
:woohoo: Great looking Scenario, downloading now....wish it didnt take so long I wanna play :( lol i feel like an impatient child:lol:
 
@ Tank Guy - nice concept art there. I might have some similar units in the expansion, based on some models I already have. They will be closer to infantry size, vice giant Gundam size though.

@ RedwallFortress, yes I could use the autoproduce feature more than I am now, and would likely do so if I add some mech type units.

@ Mirc, I'd like to do that, but don't know what files to mod, or if it's possible.

@ Swargey, hope you enjoy it.
 
@ Swargey, hope you enjoy it.

My net had like some kind of crash or something. The dl rate is about 1/4 of what it used to be. Maybe I have a virus or something:( so I still haven't downloaded it.

But I'll let you know what I think as soon as I do.
 
I've played this scenario a couple of times now and I've noticed a few thing in regards to balancing:

First, the Defender/Guard units seem almost worthless. Every time I have built them and actually had them attacked by Smugglers or Marines, the guards loose almost every time. I no longer build them because they have only a slightly better defense than other infantry (Like the Grunt) and they cost more too. I think if you are going to have specialized defenders, they should either cost less or else be better at their jobs (maybe decrease their offense values and put those points into defense).

Second, the Starfighters and Starbombers also cost a lot for what you get. A Destroyer costs 160 shields for a whole ship, while a fighter is 120 and a bomber 180! Additionally, since most ships have decent air defense values, the aircraft get shot down more often than not, and you need a lot of attempts to actually bring one down.

On the topic of ground units, I like that there are only infantry. However I do think that maybe later units could wear some kind of armor or powersuit (along the lines of the Powerloader worker unit) to augment their abilities.

Again, great job on this mod!
 
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