Some ideas for a mod.

I am interested in creating a mod, and these are 2 races I plan to make.

I would like some feedback on my ideas.

Also the names are based of my very crude knowledge in latin.
Pacis com Natura
“Harmony with Nature”


A race that is very similar to elves from human history (due to the fact that they stayed on earth for some time creating these “legends” when getting more supplies and exploring). There sworn enemies are the Ignis de Anima. They love peace and use less materials for building there ships.

• Weapons are mostly Lasers and Plasma
• High Shields
• Low Armor
• High Diplomatic Capabilities
• 20% decrease to building ships.



Ignis de Anima
“Fire of the Soul”


A race of power mad leaders (they same species as the Pacis com Natura) that only goal is to exterminate and plunder other races. The will occasionally have allies just to help there cause, but it never last long. They are the ones that destroyed the Vasari Fleet and empire. Due to there brute natural, they tax there people more than other races.

• Weapons are mostly Missiles and guns
• High amounts of Armor
• Low Shields
• Low diplomatic Capabilities
• 20% increase on tax rate.


Non of this is official, just some ideas I currently have. Please don't flame.

6,986 views 10 replies
Reply #1 Top

The decrease of Pacis com Natura is to resource cost of ships.

Reply #2 Top

Hmm, doesn't sound bad, especially a diplomatic race sounds unique, but also not much info to judge from. I think people are also interested in how you will make it work.

Also out of curusity, how experienced are you with modding sins?

Reply #3 Top

I have no expierence, so it will probably fail

Reply #5 Top

Don't be so sure, anyone without any knowledge of programming can learn how to mod sins file wise, making models and textures might be a little more troublesome though. People are usually helpful here, so don't be afraid of asking any questions.

Reply #6 Top

While your ideas are a bit vague, this is one of the few threads where I have to say everything you've said is possible. The tax rate increase will need a little work around, but is still very possible.

Reply #7 Top

The tax rate can just be made as a research, and you should be able to do it as a base value so that it is in effect even without having made the research, I think I actually already made that in my mod.

Reply #8 Top

Quoting gruntmaster1, reply 7
The tax rate can just be made as a research, and you should be able to do it as a base value so that it is in effect even without having made the research, I think I actually already made that in my mod.
End of gruntmaster1's quote

I think the research can only increases the population limit, not the actual amount of credits you get per population unit. And you can increase the tax rate across the board, but you can't specifically change it for one faction.

Reply #9 Top

Ah my foult. I had an race where I needed to make tax income equal to zero and remembered it as changing the tax rate itself, but it was by making the basValue of "IncomePercLost" 1.000000.

Reply #10 Top

Cool, thanks for the feedback.

 

I will try to start this as soon as possible. I am currently waiting for permision to download the software I need (it isn't my computer, the software wouldn't do anything, but the owners are currently afraid that if anything new happens, it will crash and burn, which we all know wouldn't happen).

 

One last thing, anyone know if the latin is correct?