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rnl Moderator


Joined: Jun 02, 2008
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Posted: Thu Oct 04, 2012 12:22 am Post subject: CCMod 9.0. released |
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Crimson Concept Mod 9.0 - download here
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Objective
* Designed to focus on new, revised, and interest concepts. The following are the currently concepts:
Traits
* Organic
- Add Regeneration to all organic comps, add a comp, and added a facility
* Organic Host
- Added new hive facility,Underground Hive, and change some the hive comp values/scopes
* Religious
- Add bonus for Religious empires to exp bonus and increase chance of a positive event based on Religious tech and pop amount.
* Temporal
- Added a few new Comps
Active Concepts
* Patent System
- Make some changes the way RP are a won.
* Corporation/Private Research funding
- Creates the Corporation/Private research section base on the number and type of facilties build and adds RP to techs randomly.
* External Comps
- Change the way it works and added some new comps
* FTL
- FTL Attack movement, Long range system attack where ship rams another ship in FTL.
* Space infrastructure
- The ability to build infrastructure in anywhere space now works with help of a script event.
* VW Technology
- Technology that skips most shield types and causes 3 - 5 times the amount of damage to armor and internal components
* Dimensional Manipulation
- Add mount versions of the tech for comp, new comp/facility
Passive Concepts
* Reduce planet's cond due to space battles
- Planet's involved on battle and receive damage, has it's planet cond. reduced.
* Plague Enhance
- Reduce or remove the chance of plague happening for empires based on traits/facilities.
- New Event makes sure ship/base with med lab cure planets they were suppose to cure before.
New Comps/Facilities/Units/Tech
* Comp
- Cloaking Device AI > Working cloaking device for AI
- Null-Space Shield Generator
- High-Energy Kamikaze Warhead > Allow for fighters to be useful later in game
- Pin-point barrier system
- Heavy Neutron Armor
- Advance Drone Computer Core > only drone with this can use direct fire weapons
* Facilities
- Medical Clinic > Cure plagues on this Planet
MODs Integrated
* BM 1.19i.beta data and BM 1.19h script
* Base AI from Fishsteak's Enhanced BM Race AI
Changes
* Switch to BM 1.20 tech tree, but not all the new comp/facilities
* Jump Drive supply usage and cost increase by alot
* AI now will add 1% techs to spread chance
* Alot of minor thing
* Event that transfers pop from ship to domed planet
No AI support
1. Components - FTL Field, Mini Jump Drive, FTL Projector, and VW Force Beam.
2. Facilities - Dimensional Pocket Gate, Medical Clinic
'I'm updated the website as well, I'm still working on the note pages. Also a new tech chart for 9.0 is in the download section as well. Let me know what you think of it too, please.
I was waiting for it to show up in the download section here, but after almost a week of waiting I decide to post it anyways. Enjoy 
http://sites.google.com/site/crimsonconceptmod/
Last edited by rnl on Fri Oct 05, 2012 12:04 am; edited 1 time in total
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Thu Oct 04, 2012 8:53 am Post subject: |
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Yay!
Anyone wanna start a PBW game?
That's no space station - it's a spreadsheet!
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Tnarg Space Emperor

Joined: Dec 28, 2007
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Posted: Thu Oct 04, 2012 12:21 pm Post subject: |
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I would be interested in a good PBW game.
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ForesterSOF Space Emperor

Joined: Jun 23, 2007
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Posted: Thu Oct 04, 2012 2:54 pm Post subject: |
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Same here.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Sat Oct 06, 2012 8:43 am Post subject: |
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Anyone want to host or should I?
That's no space station - it's a spreadsheet!
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ForesterSOF Space Emperor

Joined: Jun 23, 2007
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Posted: Sat Oct 06, 2012 9:44 am Post subject: |
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the joy of hosting is no longer there so feel free.
when i see the game on pbw2 will be sure to join.
already have an idea of how i want my emp to go.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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R-TEAM Space Emperor

Joined: Dec 04, 2010
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Posted: Sun Oct 07, 2012 10:07 pm Post subject: |
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Hi,
VERY nice ...
A question -> is FQM now integrated or will it be an seperate patch like V8 ?
EDIT >> I mean FQM support ...
Regards
R-TEAM
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Tnarg Space Emperor

Joined: Dec 28, 2007
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Posted: Wed Oct 10, 2012 12:11 am Post subject: |
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Just out of curiosity, is level 1 insanity research supposed to be 600 research points, where as level 1 research is 500 research points? Seems low considering the possible calamities involved with this facility.
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rnl Moderator


Joined: Jun 02, 2008
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Posted: Wed Oct 10, 2012 12:43 am Post subject: |
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Quote: | Just out of curiosity, is level 1 insanity research supposed to be 600 research points, where as level 1 research is 500 research points? Seems low considering the possible calamities involved with this facility. |
It starts low, but is Sqr so is the end it is 3600 vs 1000 for the norm. And while the chance of having a "accident" is base on the num. of insanity centers, the tech level decide the level type of accident.
Quote: | VERY nice ... Smile
A question -> is FQM now integrated or will it be an seperate patch like V8 ? |
I complete forget about the FQM mod add-on, I'll try to get a add-on out with hopeful a lot less bugs in it, unlike before.
Quote: | Anyone wanna start a PBW game? |
I'm in, need to see how you guys play so I can improve the AI some 
http://sites.google.com/site/crimsonconceptmod/
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Wed Oct 10, 2012 1:34 am Post subject: |
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Ugh, you still haven't gotten rid of Formula Studies and replace your random research formulas with scripts like I suggested? I thought you said you'd do that for v9... 
That's no space station - it's a spreadsheet!
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Tnarg Space Emperor

Joined: Dec 28, 2007
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Posted: Wed Oct 10, 2012 1:54 am Post subject: |
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rnl wrote: | Quote: | Just out of curiosity, is level 1 insanity research supposed to be 600 research points, where as level 1 research is 500 research points? Seems low considering the possible calamities involved with this facility. |
It starts low, but is Sqr so is the end it is 3600 vs 1000 for the norm. And while the chance of having a "accident" is base on the num. of insanity centers, the tech level decide the level type of accident.
Quote: | VERY nice ... Smile
A question -> is FQM now integrated or will it be an seperate patch like V8 ? |
I complete forget about the FQM mod add-on, I'll try to get a add-on out with hopeful a lot less bugs in it, unlike before.
Quote: | Anyone wanna start a PBW game? |
I'm in, need to see how you guys play so I can improve the AI some  |
Oh good on the Insanity Research. The Spica Group needs some dark R&D projects on some desolate rock somewhere out in the fringe. 
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Kamikazekiwi Space Emperor

Joined: Jul 22, 2011
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Posted: Thu Oct 11, 2012 5:29 pm Post subject: |
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It seems that you are unable to apply any kind of armor on your ship shipsets when you're playing with the Organic Host trait.
No problems for Bases, sattelites or freighters. Haven't tested drones.
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Artful_Bodger Space Emperor

Joined: Aug 23, 2009
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Posted: Thu Oct 11, 2012 6:23 pm Post subject: |
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I have had armour on my Org Host designs.
I use organic armour.
There is a design trade off between speed(i.e. the number of engines present), defensive armour and offensive pod weapons or defence drones.
Have you maxed out the number of engines on your ship design?
If so there will be no space for armour.
Similarly if you use less than max engines, but max out podded weapons you won't be able to add any armour either.
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Kamikazekiwi Space Emperor

Joined: Jul 22, 2011
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Posted: Thu Oct 11, 2012 7:18 pm Post subject: |
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Aha!
I thought that the speed/armor tradeoff was applied only as the text in the armor description said.
Great!
Going back to do empire wide battle once more.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Fri Oct 12, 2012 8:17 am Post subject: |
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Oh, so now instead of armor reducing your speed with the same number of engines, it just counts as an engine itself? That's pretty cool! Hope it consumes supplies as you move, though...
That's no space station - it's a spreadsheet!
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Fri Oct 12, 2012 8:48 am Post subject: |
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Now I want to use that idea in Stellar Warfare Mod!
And I came up with some enhancements, too - in addition to external missiles, you could have external bombs, external cargo bays, external supply and ordnance storage, external unit launch bays...
Maybe you could even reduce the supply usage of all engines, but instead give all hulls an intrinsic thrust ability of zero but with a supply usage proportional to their mass? Dunno if that will work, though... might only work for components, not hulls!
That's no space station - it's a spreadsheet!
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Artful_Bodger Space Emperor

Joined: Aug 23, 2009
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Posted: Sat Oct 13, 2012 11:31 am Post subject: |
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There is already an external fighter bay component.
If you have been following the beta thread, you'll see that mixing them with real fighter bays slows down the launch rate.
OK on the like of colonisers though.
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Tnarg Space Emperor

Joined: Dec 28, 2007
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Posted: Sat Oct 13, 2012 12:58 pm Post subject: |
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VC Corporation, I kind of sort of have an idea how they work, but am looking for a bit of detailed explanation on how to master them.
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rnl Moderator


Joined: Jun 02, 2008
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Posted: Sat Oct 13, 2012 6:25 pm Post subject: |
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VC Corporation work with the Corp/Private Funding event to provide a way of increasing the amount of private research points the event product. The upside is that VC is a small building that provides some resource from taxes collected from it. And that it also has a random bonus value that time the standard RP it provides between 0-4. Now on the downside if you have to many in the game there is a small chance that a few planets will get unhappy. Now if you have a lot ,over 100, the unhappy doubles so enjoy. Oh also there is a chance that you may not get any research points at all to due to the random bonus of VC too. 
http://sites.google.com/site/crimsonconceptmod/
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Artful_Bodger Space Emperor

Joined: Aug 23, 2009
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Posted: Tue Oct 16, 2012 12:51 pm Post subject: |
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It seems that somewhere along the way the Xi'Chung have lost their organic trait on quick start.
Intended ?
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rnl Moderator


Joined: Jun 02, 2008
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Posted: Tue Oct 16, 2012 9:12 pm Post subject: |
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I never use quick start, so no. I'm not even sure how they lost it, honesty, I never work on them or worried about them. Anybody got a clue on how I could have screw them up. At work tonight, so I can't work on it, but still like an idea, thanks.
http://sites.google.com/site/crimsonconceptmod/
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Wed Oct 17, 2012 1:14 am Post subject: |
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The PBW game will be open to new players through Friday, October 19, and we'll start on Monday, October 22 with any players who have uploaded emp files. (Or over the weekend if everyone who joins gets their emp files in sooner!)
That's no space station - it's a spreadsheet!
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rnl Moderator


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Tnarg Space Emperor

Joined: Dec 28, 2007
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Posted: Sun Oct 21, 2012 1:29 pm Post subject: |
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Looking good so far, only on turn 80, but no bugs, no errors! Just a great challenge.
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