Upcoming original Sci-fi mod *UNDER DEVELOPMENT*

Honestly couldn't say precisely where to fit it in at. Mostly just conjecture as I haven't had time to read any posts longer than ~100 words in the past week or so. And probably won't get much time for another month yet. But I still like to have ideas ;)

Hadn't thought about specific types of crews, but in that regard you could use the types of crews as the UnitCombat, rather than the ship classes. Might make for an interesting dynamic. Then you'd have all of your ships be of relatively equal statures, with the type of crew you maintain flavoring what type of promotions are available to you. Swing through a Space Station and swap out your crew for the appropriate amount of credits to rack up new promotions in a seperate field.

ie - Get a Scientific Missions Crew to gain better Sensor Upgrades and enhance your results with "Undeveloped Planets" (goody huts). Get a Deep Space Exploratory Crew to gain better engines and larger fuel capacity upgrades. Get a Military Ops team to enhance your formations and maneuverability upgrades...


Hrm... along the same lines: You could add some Invisibility Types to the game to seperate the Ship Classes. Each ship "Class" would have a set Invisibility type, and be able to see that same Invisibility type. This means that out on the field you are only able to see and interact with other ships of the same "class" as yourself. Somewhat sensible in this context too: While there isn't much that a fighter can do to damage a dreadnaught, there is little a dreadnaught can do to affect a fighter (speaking 1 on 1, a full battalion of fighters against a dreadnaught becomes more realistically interactive on each side).


The complication with the invisibility aspect would be capturing systems, but if you just make it so that only Dreadnaughts can capture a system, and they are able to interact with Starbases so that those can defend your systems as well.


The nice thing about this model is that you would be able to avoid the "spearman defeats tank" equivalent in the mod because in this case the spearman wouldn't SEE the tank.

I was thinking of introducing crew types or ship customisation. I.e. a carrier promotion to turn a capital ship into a carrier-focussed ship.

I'd probably work these like the crews in FfH (Buccaneer, Longshorman etc).

I don't think I'll implement "invisibility" between classes. Capital ships will just be attack ships of sorts.... might rename the category to attack ships.

Recon ships would still be fully capable of taking a shot (especially those later down the line like Stealth Ships), but recon ships wont be well suited to attacking planets or equivalent level cap ships. They will be faster and more versatile however. Space dragons are... well... space dragons... I can always picture them tearing chunks off ships.

A note on squadrons: they will work like aircraft in normal BtS, with bombard abilities. They will have to be loaded onto ships and used to weaken enemy caps before yours go in for the kill :) Because of this I don't think that a "spearman kills tank" scenario could arise too easily. A frigate (first combat ship) can always kill a dreadnaught (one of the later attack ships), but it would be hard lol. If people don't like that mechanic I could always introduce something whereby poweful ships will automatically win against ships of a certain strength or less... or something like that.

I'm wittering now lol.

I am all for crew customisation however! :)

Al
 
Star Control Ruled :) If you put the Pkunk or the Orz in here, with appropriate Diplomacy Text, I'd be all over the game 24/7 :)



Are you a *Happy* *Camper*? We like to make *Fun* with *Campers*, but you do not *Smell* right.
 
The Veriaroul Conglomerate

The Veriaroul are a race of highly intelligent plant like humanoids, which evolved on a lush planet completely devoid of animal life. Here the plants developed characteristics like locomotion and predatory instinct. Eventually they developed an equivalent of a brain, and began to form the civilisation that they now have. Because they rely entirely on solar energy for food, they do not require crops or farms or harvesting of animals, only nice lush soil to plant themselves in at night and a good dose of sunlight during the day. However, the Veriaroul learnt to utilise stone and metal like other intelligent races, and built enormous, multi story, lush garden cities.

They never once considered leaving the ground that they cherished so much until one day an odd metallic thing fell from the sky. The Veriaroul scientists examined it and had their first encounter with non plant like beings, humans in fact. This triggered a deep desire for knowledge of outer space, and the Veriaroul have since developed ships similar in design to that which was discovered, a prototype Phelwaan explorer. Their first voyages into outer space had them encounter The Holy Empire of Scarthia, and the aggressive nature of the Scarthians sent a panic stricken Veriaroul ship home. Since then the Veriaroul have almost obsessed over advancing their offensive and defensive technologies, and learn off the older human races quickly and adapt them to suit their vegetative forms.

Focus: the Veriaroul focus primarily on milirary and research. They have the best bio weapons of any race, and all ships start with some form of bio-weapon upgrade. Their planets require 20% less food to grow than other civilizations (ie normal civs could require 30 food to gain a population point, whereas the Veriaroul would require only 24 food.) The Veriaroul have an intrinsic fear of any other civ, and have huge negative diplomacy modifiers.
 
The Ssaer

Spoiler :
Mary_alien.jpg

The Ssaer are an old race of beings composed entirely of gas and energy, their forms are ever changing, but most commonly they take a humanoid shape with long skinny limbs and fingers, with delicate faerie faces. How they came to be is a mystery. They first evolved on a large gas planet with multiple ring systems and progressed to space travel exceptionally fast.

They are a cruel people. Not identifying any other life form as worthy of existence besides their own. They are quick to anger, and almost impossible to befriend. When on the war path they stop at nothing to destroy their opponent, even if it means the destruction of their own race.

Their Ships are composed entirely of gas and energy, like the Ssaer themselves. And the Ssaer have developed some of the best energy based weapons and defences in the universe.

Focus: aggressiveness, warfare, energy based technologies, weapons and defences. Can never get the ‘pleased’ or ‘friendly’ diplomacy status. once a war is started with the Ssaer, it will almost never stop.
 
The Zekstaliz Council (heavily influenced by House Ordos from Emperor: Battle for Dune)

The Zekstaliz Council is known for their eccentric use of technologies, and have long since lost their human forms to progress. They are now almost more machine than flesh, and is what most other races of the universe would call Cybernetic. They value progress, profit and wealth above all else, and are a mercenary state, selling their services to the highest bidder. Their ruler is, and has been for centuries, known only as The Council, which is composed of a body of 13 cybernetic beings .

The Zekstaliz’s interesting uses of technologies has resulted in extremely unexpected ship designs, which are highly formidable to fight against. And they use a delicate balance of all technologies, combining psi, bio and lasers.

Focus: Wealth, Trade Routes, better results from anomalies, able to ‘trade’ ships via some form of mercenary sytem. Perhaps can have a chance to build a random UU ships from other nations?
 
The Kheriohn Empire

Spoiler :
Sunset_city.v02.jpg

The Kheriohn are a race of desert-dwelling humans. They are an old race of humans with dark skin and hair, and fair features. Their homeworld is dominated but vast expanses of desert in the western hemisphere, with rich marble and limestone deposits, and a gigantic ocean in the east. There are also rich deposits of gold all over the planet. The Kheriohn have a deep fascination with enormous architecture, and build gigantic cites sprawling throught the deserts. Golden spires and massive domes, grand pyramids and massive bridges.

The Kheriohn do not stop this fascination with size here though, they have taken it into space as well, their space faring vessels number amongst the largest in this galaxy. However, due to the immense size of them, they are sluggish. So The Kheriohn have developed very strong armours incase they are attacked. Their most famous ships are known as the Leviathans, bigger than some moons, and nigh indestructible, these vessels could relocate an entire planets population with ease.

The Kheriohn people themselves have a high respect for honour, justice and peace, and they hate anything disrupting or destructive. They live but to create.

Focus: Industrialization, defence, wealth. Due to The Kheriohn ships being so large, they take 15% longer and 15% more hammers to cunstuct, however the base defence of each vessel should be quite a bit higher than other civs. In addition each ship would never be able to get access to and movement enhancing promotions.
 
This mod looks really sweet!

The Federation
Spoiler :

1-Cybertron.jpg


An unknown anomaly in their home system has forced these beings into the frontiers that compose known space. Mildly reminiscent of humans, the Federation is composed of ethereal serpent-like beings, each with large wings and limited telekinetic abilities. Carnivores at their worst, the Federation is a sly, cunning group. Due to their unique nature, the Federation cannot settle on any planet, unlike the versatile Homo Sapiens Sapiens. Instead, they dwell on a series of large Dromes, metallic spheres whose size are comparable to that of an average moon. It is unknown how many Dromes exist, but their technology is astounding. Even though each Drome is the size of a Kheriohn Leviathan, their speed is almost twice that of the Human ship. Each Drome holds 10-15m individuals, each led by an Elder Council. Federation culture emphasizes tribe over species; thus, each Drome, while linked, is almost like a separate city-state. Dromes will usually travel across space, stopping to orbit Planets at safe points to trade.

Focus: Speed, military, and colonization; Each Drome has the ability to build smaller ships and have advanced healing rates. However, the Federation cannot build new Dromes. Lastly, each Drome has its own resources; alliances amongst the Dromes will wax and wane, with battles being fought over systems with precious resources. However, in the face of a threat, the Dromes will unite.
 
(Sorry about the lateness, RL got in the way.)

Here are a few more ideas

First off, I think that we could get around the “upgrading ship from combat” thing by giving all ships a promotion that gives –100% experience from combat.

Second, I don’t think we should stick to having space be land. I think we should make space be water, and have solar systems be land. In order to conquer a solar system, you must land troops on it and defeat the land units residing there. Another plus is that it will help out the AI because things like missile carriers and plane carriers are designed to be used at sea so the AI will have an easier time than with land transports.

Finally, I will post some of my ideas for units I’m open to suggestions for names

Starships:
Starbase - same as in final frontier
System defense ship - strong and cheap ship with 1 square ranged attack that must stay within borders
Invasion ship - cheap, medium strength ship with a very large bonus versus system defense ships
Cruiser - carries missiles
Battleship - strong, expensive attack ship
Destroyer - Versatile anti air ship
Carrier - carries squadrons
Bombardment ship - carries bombs
Transport - Carries land units
Probe ship – carries probes

Land units:
Boarding party - can capture starships by attacking them
System Militia - strong defense unit
Assault troop - good at attacking systems
Infantry division - versatile, can both defend and attack well.
Berserkers - can blitz, not as strong as assault troop
Missionaries - Spread religions
Executives - spread corporations
Traders - Conduct trade missions

Missiles:
Anti-ship missile - good against ships
Long-range missile - long ranged missile
Doomsday missile - Tactical nuke
Anti-squadron missile – can intercept squadrons

Bombs: (these are 1 square missiles, basically)
Bombardment bomb - can bombard defenses, high collateral, strong vs. systems
Biological bomb - deals heavy damage to infantry, reduces population
Nuclear bomb - very high damage, slight chance of disabling a planet
Starbase bombs – very good versus starbases

Probes: (let’s see if we can merge Greyfox’s unit fuel modcomp with this)
All of these will take fuel from a probe ship, which will re-generate some each turn, but not enough to have all of the probes it can hold running all the time
Scout probe - long line of sight
Hot waffle - missiles will always target this first, can be turned on or off
Support probe - weak attack, high withdrawal, some first strikes
Attack probe - Medium strength ranged attack

I might post some more ideas tomaro... eventually.
 
This mod looks really sweet!

The Federation

An unknown anomaly in their home system has forced these beings into the frontiers that compose known space. Mildly reminiscent of humans, the Federation is composed of ethereal serpent-like beings, each with large wings and limited telekinetic abilities. Carnivores at their worst, the Federation is a sly, cunning group. Due to their unique nature, the Federation cannot settle on any planet, unlike the versatile Homo Sapiens Sapiens. Instead, they dwell on a series of large Dromes, metallic spheres whose size are comparable to that of an average moon. It is unknown how many Dromes exist, but their technology is astounding. Even though each Drome is the size of a Kheriohn Leviathan, their speed is almost twice that of the Human ship. Each Drome holds 10-15m individuals, each led by an Elder Council. Federation culture emphasizes tribe over species; thus, each Drome, while linked, is almost like a separate city-state. Dromes will usually travel across space, stopping to orbit Planets at safe points to trade.

Focus: Speed, military, and colonization; Each Drome has the ability to build smaller ships and have advanced healing rates. However, the Federation cannot build new Dromes. Lastly, each Drome has its own resources; alliances amongst the Dromes will wax and wane, with battles being fought over systems with precious resources. However, in the face of a threat, the Dromes will unite.

Nice concept! Reminds me of a sort of Kuriotate-like limitation! I'm unwell today so won't be working on much! You should PM me if you want to get involved :) We are in the concept design stage atm so always up for new ideas! If you have MSN or anything then send your address to me :)

Al
 
(Sorry about the lateness, RL got in the way.)

Here are a few more ideas

First off, I think that we could get around the “upgrading ship from combat” thing by giving all ships a promotion that gives –100% experience from combat.

Second, I don’t think we should stick to having space be land. I think we should make space be water, and have solar systems be land. In order to conquer a solar system, you must land troops on it and defeat the land units residing there. Another plus is that it will help out the AI because things like missile carriers and plane carriers are designed to be used at sea so the AI will have an easier time than with land transports.

Finally, I will post some of my ideas for units I’m open to suggestions for names

Starships:
Starbase - same as in final frontier
System defense ship - strong and cheap ship with 1 square ranged attack that must stay within borders
Invasion ship - cheap, medium strength ship with a very large bonus versus system defense ships
Cruiser - carries missiles
Battleship - strong, expensive attack ship
Destroyer - Versatile anti air ship
Carrier - carries squadrons
Bombardment ship - carries bombs
Transport - Carries land units
Probe ship – carries probes

Land units:
Boarding party - can capture starships by attacking them
System Militia - strong defense unit
Assault troop - good at attacking systems
Infantry division - versatile, can both defend and attack well.
Berserkers - can blitz, not as strong as assault troop
Missionaries - Spread religions
Executives - spread corporations
Traders - Conduct trade missions

Missiles:
Anti-ship missile - good against ships
Long-range missile - long ranged missile
Doomsday missile - Tactical nuke
Anti-squadron missile – can intercept squadrons

Bombs: (these are 1 square missiles, basically)
Bombardment bomb - can bombard defenses, high collateral, strong vs. systems
Biological bomb - deals heavy damage to infantry, reduces population
Nuclear bomb - very high damage, slight chance of disabling a planet
Starbase bombs – very good versus starbases

Probes: (let’s see if we can merge Greyfox’s unit fuel modcomp with this)
All of these will take fuel from a probe ship, which will re-generate some each turn, but not enough to have all of the probes it can hold running all the time
Scout probe - long line of sight
Hot waffle - missiles will always target this first, can be turned on or off
Support probe - weak attack, high withdrawal, some first strikes
Attack probe - Medium strength ranged attack

I might post some more ideas tomaro... eventually.

I've said already that I want to revert to the original promotion system to reflect crew experience. Also, a "channeling" style promotion was suggested by Xienwolf to reflect crew drills etc.

Upgrades will be available from certain techs and will have to be bought with credits to make a ship capable of new things. I like your idea about boarding parties etc (the whole land unit idea). Will have to think on how this can be implemented. I'm only including some missile types for special missiles. I never really liked the mechanic in Final Frontier whereby ships "build" missiles which must then be launched. Standard missiles should be "limitless" and taken into account using combat values. Only special missiles (stellar core destabilising missile for eg) are produced on a single basis, and are used like one-use fighter sqaudrons etc.

Probes are a cool idea. I was thinking about these but I have no idea where to place them in the tech tree.

Atm I need to work on the corperations, religions, where to put the sliders and the exact effect of all the civics :)

Al
 
One thing about corporations: there is a bug in Final Frontier that causes the extra yield (food, production, commerce) given per resource consumed to not be applied to the city. You will either need to design your corporations around this or find a way to fix the problem. It also requires work with both the main interface and the theme.
 
I've said already that I want to revert to the original promotion system to reflect crew experience. Also, a "channeling" style promotion was suggested by Xienwolf to reflect crew drills etc.

Upgrades will be available from certain techs and will have to be bought with credits to make a ship capable of new things. I like your idea about boarding parties etc (the whole land unit idea). Will have to think on how this can be implemented. I'm only including some missile types for special missiles. I never really liked the mechanic in Final Frontier whereby ships "build" missiles which must then be launched. Standard missiles should be "limitless" and taken into account using combat values. Only special missiles (stellar core destabilising missile for eg) are produced on a single basis, and are used like one-use fighter sqaudrons etc.

Probes are a cool idea. I was thinking about these but I have no idea where to place them in the tech tree.

Atm I need to work on the corperations, religions, where to put the sliders and the exact effect of all the civics :)

Al

I suppose having seperate promotions and upgrades is for the best.
Also, what i like about having missiles or bombs be units is that it makes it much harder to completley conquer one civ in a single war. this adds strategey and makes the player choose wether to only take strategically important cities, or create supply lines to keep your assault moving.
 
hi this looks like it will most definatly develop into an amazing mod and I thoght that I could help this being that I am an amutuer sci-fi author but thats pretty much it because I HAVE NEVER (WOW I WENT INTO CAPS LOCK SOME HOW) Toched modding tools before.

Hope you could use some help:)
 
Actually an amatuer writer would probably be perfect for the project. One of the biggest lures to draw in a fanbase is to have a solid back-story and nice Pedia entries.
:)

I'l take that as a complement
 
yeh Robert, im sure Al would really appreciate help in the creative writing department :D im currently trying to help come up with ideas for civs and stuff, but i have limited sci-fi background, perhaps you could help, and perhaps expand on the backstories?
 
Right then Back stories that shouldn't be too hard:)
 
one of my sets of stories called The Symphony of the Trees Focoses on 6 different races they could be civs

The Sus scrofa sollers(scientific name meaning Clever pig)/New Earth Federation

Without Humans knowing The slow evolution of pigs reached its pinacle in 2126. The pigs had developed minds that were as good as, or in some cases better than The human mind the humans had known for decades that sooner or later they would have to begin treating there pig with respect. as colonisation efforts grew a shipment of live stock destin for one of the colonies went missing it just so happened that the ships cargo had been pigs, As the calanders changed from AD to SE (see humans and The Empire) The Humans had forgoten all the pigs in the World had gone missing. But then in the year 446 SE, The Humans then rearlised that they were not the only inteligent life to have come out of earth but this was only the start. The pigs had founded a city on a planet they called new earth and began colonising the whole system. There aim is peace and prosperity and they call them selves(remember they learnt our language from us) The New Earth Federation

Focus: Trade Peace Biulding The Efort and devotion The New earth Federation have give them 1+ shield on farm tiles and due to there great motives to peace they get a 2+ reletionship bonus

Althogh space pigs are far from what you are looking for,But hey there just another possible race for the future
 
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