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3. A possibly answer to the support/scout issue i thought of when i saw the DLC ABEM mod was bringing back sensors, an "independent Prince" (or some other special title) system, that would provide a sensor buff at the cost of no support and maybe being more fragile, cause of the fragile sensor gear. I dont have the DLC (yet), but it was just a thought.
I'm sure you've probably thought of these before, and these are just the first ideas i came across that could fit with your race. Mine's a bit different, being a hybrid Matriarchy/Meritocracy/Caste System does that (mouthful ain't it?). So Ideas that work for mine might not make sense for yours. Still, sharing because you let me copy off of you and i have no idea how to script or do the more complex mod building things (for now...). Just thought you might find one of my ideas useful for you. If you do find use for my ideas, just a mention like for Adam Skillings above would do.
1. (rather obvious) the lifestyle trait and a separate trait both triggering the same dummy status which is used to determine if the queen/princess provides bonuses or penalties. Created for team play with other lifestyles. Allows player to colonize a planet construct princess hive (palace in my case), and gift it to a teammate whos falling behind. (what i did during play tests at least). could also allow teammates to reclaim worlds you lose without being penalized.
2. "nodes" or "productivity hives". buildings that provide pressure in research, production, etc. Adds a bit of uniqueness to the race and shows how (in the hives case) they are usually small individuals coordinated by one point or leader.
(continued...)
Finally, if you do come up with any really interesting components, buildings etc, and you wouldn't mind sharing them with me (even if it's not publicly) I'd love to see them. At some point this race type will probably be integrated into ABEM (the new one coming out eventually/soonish) and any additional inspiration or ideas that you feel like sharing would be much appreciated, and credited if you're interested, but likewise if you'd rather just keep them to yourself then I understand.
Secondly, thanks, and go ahead - feel free to mirror my work. I'd appreciate (but don't strictly require) a comment somewhere that it was based on mine, but that's up to you.
Some people have indeed mentioned that the support cap is sometimes something they don't want. I had a couple of ideas of how to achieve that sort of thing for scoutships etc - my most basic idea was a copy of the subsystem that cost exactly the same, had exactly the same stats, but had no fleet command (and also had a tag telling the AI not to use it - then, designing a starter scout ship for them and making them use that). I think it'd work fine for players, unsure if the AI could be persuaded to use a set scout design but it might work.
I've been working on a mod of my own that adds a lifestyle very similar to Hive (so similar that im using this mod as a reference for balancing and how to set up hooks), along with some more buildings, components, and traits for team play. Thought it was appropriate to mention, I'm building with yours as a base, even though i have no intention of uploading to the workshop (multiplayer happens by manually giving mod file to other players. I still live in the LAN party age :P). I hope that doesnt bother you. If you'd rather me not mirror your work I'll take an alternate route.
Thank you for swift reply, really enjoying this race!
You could however build an escort design that fills up the miner's fleet points and is mostly engine so it can keep up. It could even have some weapons and help defend!
If I get time I will add an extra command core version which has no fleet command (but has no benefit - it'll just be lacking, so effectively worse) and some text suggesting you can use it for miners or other things where fleet command is detrimental.
I also might give the command center some supplies - not that many, perhaps as many per hex as a fission generator. Basically, I want the expected hive fleet to have lots more supports than usual for the same maintenence cost, and for the flagship to mostly just be a damage sponge. Nothing stops you making other types, but it should be less efficient.
No, I haven't removed the control computer. It's not an amazingly good piece of equipment for the more typical lifestyles... but it IS a really nice tech for a Hive race - you get redundant control on your ships, AND more command. See? It works really well. (As an aside, this also applies to Verdant, and they usually have even less command)
If you really think 14 is too restrictive, I could add another subsidiary module that you can apply to the command centre to get additional command for a big chunk of cost, but it is meant to be a limitation - one fleet-prince can only pay attention to so many things, after all! As a Hive, you're meant to be depending primarily on your support ships.
You're not removing access to the Control Computer tech.
As far as I can tell from a quick examination of your code, the Command Center doesn't necessarily have to have its core in the center - it just has to have seven hexes, all of which are connected to each other. I am not ENTIRELY certain if it'll prevent the placement of additional Command Centers, either; it might work, or it might not. I'd have to check the checkContiguous function and the Sinew subsystems to be certain.