Infinitech mod

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The Infinitech Mod is a currently planned mod being worked on by MrToxin. It aims to be a total conversion mod of Space Empires V and aims to add a great deal more "flavor" to the game, especially in the latter eras of play.

Contents

Overview

The Infinitech is experimental in nature and is likely going to take a great deal of reworking after its first beta to balance out. Currently, it is in beta version 0.311 after some rewriting. It is not available for download and will not be until some time around 0.32, which will be a playable, if unbalanced and not entirely finished, mod..

Quasi-Newtonian Propulsion

Because it happens to be such a wonderful idea, the Infinitech Mod will implement QNP.

Leaky Shields and Armor

Though they become less leaky as they become more advanced, shields and armor will be leaky. This will vary depending on what they're hit by.

Slowed Early Colonization

The mod intends to reduce the emphasis on an early colonization rush. The ability to colonize other worlds is not inherent to any race and must be developed. Meanwhile, colonies are initially not exceedingly productive but require more resources to maintain than they are likely to produce.

Expanded Ship Sizes

Neat toys like the minuscule Sloop (300kT), tiny Corvette(450kT), and massive Behemoth (14,250kT) are implemented already.

Infinite Technology

The primary goal of the mod is to have an effectively unlimited amount of research available. The maximum level of every tech area is set to 10,000. Some ultra-high tech areas are not unlocked until dozens of levels are reached in their requisite areas.

The mod also seeks to allow empires to become very "flavored," as the effectively unlimited technology available allows empires to specialize without fear of completely destroying their viability. An empire that wants to stick to relatively basic armor, chemical-based projectile cannons, and frigate-class ships will not be forced into heavy torpedo-laden dreadnoughts simply to remain competitive.

The broad range of technology also allows for a great deal of imperial specialization. This is meant to ensure that no two empires will be too similar. While one empire may focus on long-range, slow-firing, accurate projectile cannons, another race may focus on quick-firing heat-based weapons intended for close-range combat. While one empire may find a love of far-flung colonies and a massive infrastructure, another may stick to their homeworld and turn it into a monolithic monstrosity.

Racial Detail

Societies, governments, and racial traits have been radically redesigned. Rather than having all governments only being slightly different with the same set of modifiers, they can have huge effects on the race as a whole. An empire run by a Dictator is more likely to have a great deal of internal security and loyal subjects, but will have trouble with more unhappiness. Theocracies will have slow research but fervent followers willing to go to war for their god(s). Organizational differences also become apparent, as governments will (in a later version) have exclusive access to particular kinds of buildings. Hive minds, for example, would have no need for a secret police force.

Passive Research

Rather than requiring complete refits of every design when a new munition is developed, newer generations of ships are automatically updated with better payloads when the design is upgraded. A simple click on the "upgrade" button and a little tinkering to maximize the effect of new technology is all it takes to deal with the complexity.

For example, assume an empire relies primarily on rail guns for their combat. All projectile turrets fire the best type of munition available at the time the design is saved. If the empire decided to develop armor-piercing rounds, all ship designs with rail guns would automatically be upgraded to fire AP rounds rather than regular ones. Older ships that existed before the AP rounds would simply need to be upgraded with newer-generation weaponry.

Meanwhile, the guns themselves upon the creations of new designs would also be upgraded to implement newer advances in weapon design. An empire that spent a year studying Rapid Fire Rail Guns would have newer generations of guns automatically reduce the reload time of their weapons.

Future Plans

0.4beta - Rebalancing after some playtesting.

0.6beta - Basic AI.

0.8beta - Custom music and sounds.

1.0 - Non-beta release, custom graphics, and AI that doesn't suck.

Credits

Currently, Mr. Toxin does everything design-wise. The graphics and such are stock SEV things twisted to Mr. Toxin's evil purposes.

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