Some modding questions..

About Nova, strategies and tactics

Moderator: Sukayo

Kargard
Assault Legionnaire
Posts: 82
Joined: Mon Mar 24, 2003 2:01 am

Some modding questions..

Postby Kargard » Thu Apr 22, 2004 1:53 am

Iam starting to think that when i have time(beginning of june),i could try remodding the game a bit.Iam sure there are some guides around,but if you could answer me some questions?

1)Does each modification of unit need another slot,or does just the basic unit fill the slot and number of variations isnt limited by total number of unit slots?

2)Hyperion managed to make lander's,when landed,move by air(or was it hover?),and they never run out of fuel too - how is this done?

3)I might ask Matt about this more,but is there any simple explanation for how did he manage to make higher armor more resistant to lower damages?(Nova damage just counts up,while hyperion it just gets reduced by the armor:damage differencial)

4)Is there any reason not to make more "system-disbandable to ground" units similar to how marauders work?

5)Is there any reason not to really gutter the original EFS unit system and just rework it to be more balanced/fun?What i have in mind is making space ships really goddamn expensive things,not to be seen in large amounts(and making them more of a rock-paper-scissors related to each other),and basing units largely on possible upgrades(lets say ranger units start more like the earth version of rangers - high camo,faster then usual,more agility,spot and accuraccy then then regulars,another possible upgrade airborne unit,something like air moving non-fighting ranger's which you then disband to get the regular unit,and with more advancing tech,like powered armor and later neumonic camouflage,they could be upgraded to unit similiar to current rangers)

<small>[ 23.04.2004, 04:54: Message edited by: Kargard ]</small>

Kargard
Assault Legionnaire
Posts: 82
Joined: Mon Mar 24, 2003 2:01 am

Re: Some modding questions..

Postby Kargard » Fri Apr 23, 2004 4:54 am

and to continue..

6)any ideas how could it be done that some units would defend some spot for more then one turn without actually wiping the attackers?
I was thinking,something like,if you upgrade this unit in building,it could hold out for longer time - but the unit cant move,or be cargo - which is to express that digging out determined defenders can be long and tedious process even when attacking with advantage.On the other hand,i wouldnt like the units to resist the attackers indefinitely,which could be the problem with hyperion's resist system.Also,i wouldnt like to clog the building build lists too much,though i guess that could be prevented by kicking out the standard 0 movement units.
7)is it possible to modify the upkeep the building's generate,or is that hard-wired?

Ok sorry about the lenght,but i really dont have time to browse the manuals right now.Any reply would be most appriciated

Deathifier
Noble
Posts: 344
Joined: Thu May 24, 2001 1:01 am
Location: Sydney, NSW, Australia
Contact:

Re: Some modding questions..

Postby Deathifier » Fri Apr 23, 2004 5:48 pm

The best person to answer your questions would be those building current mods - Hyperion (Matt), Subversion (Tiberius) and ShockRoman (Shocker), however I can deal with a few of them anyway :)

1. Units are part of groups, each group has a max of 5 usable/buildable units and I think a 6th which can only be placed through the map editor.
Groups can have special meanings attached to them, like Nobles/Sceptors/Officers/etc.
You cannot change which group has what meaning.

Also the AI expects certain things in certain spots, so changing the symbiot space units to tanks may not work terribly well...

2. There is a file that dictates what movement types can move where and how much that movement costs. It's how you make hover units hover over water as well.

3. I don't know enough to give you a proper answer :/

4. Nope, make as many as you want.

5. Main issue is the AI. If you massively change everything there's a good chance you'll never be able to use the AI controlled parties (league, church, symbiots) or stigmata (uses AI if no human player is in control).
What you have to do is dance around that problem like Hyperion has done and I think Subversion or ShockRoman actually got the AI to build a bit better with the modified units.

It's also a lot of work to change *everything* :)

6. To get the AI to leave the unit where it is you just give it 0 movement. To stop it routing it has to have 100% loyalty.

7. I'm not sure, but there's a good chance its not something you can change.

Hope that helped,
Deathifier

Sukayo
Noble
Posts: 351
Joined: Thu Oct 12, 2000 1:01 am
Location: Brno, Czech Republic
Contact:

Re: Some modding questions..

Postby Sukayo » Fri Apr 23, 2004 8:28 pm

At A:D
Matt changed the complete Attack:Damage ratio tables to make the use of the materials influencing the armor more logical.

This change unlocked also the 1st time the Battlemaster ability with +20 Armor.

Kargard
Assault Legionnaire
Posts: 82
Joined: Mon Mar 24, 2003 2:01 am

Re: Some modding questions..

Postby Kargard » Sun Apr 25, 2004 9:45 pm

Thanks for replies guys..the battlemaster works even in standard games,the difference just isnt as big.i think.I saw big differences in fight with battlemaster trait,more units survive..

Strategia_In_Ultima
Infantery
Posts: 5
Joined: Sat Jan 07, 2006 2:01 am
Location: Somewhere

Re: Some modding questions..

Postby Strategia_In_Ultima » Mon Jan 09, 2006 10:44 pm

As for 5., re-working the entire basic system, well that's just what I'm currently trying to do. Bugger there's only 5 units per slot :( I was wondering why the Frigates stopped at Patrol Frigate, leaving the Guard, Escort and Torpedo Frigates out.....

Yes it'll be a heck of a lot of work but if you do it piece by piece it's not all that bad :D


Return to “NOVA - how to play a better game”

Who is online

Users browsing this forum: No registered users and 9 guests