| |
Space Empires Nova is my new mod project for SE:V. It's an alternate take on the
Space Empires universe featuring an expanded technology tree and a number of changes to game play.
It's sort of like an extended Balance Mod with fewer limitations and more items to choose from.
There's no definite timeline for release, but I'll be sure to post often to keep interested
players up to date.
Captain Kwok's Space Empires Nova
Background
After working on the Balance Mod for the last couple of years, the mod's
limited scope has led to frustration when I wanted to implement features that were beyond the
standard game - such as variable-sized facilities or advanced features like planet pollution. Since
the Balance Mod is more or less complete, I have the time to work on something new and exciting.
Space Empires Nova is simply the Space Empires universe re-imagined with changes to game mechanics
and an expanded tech tree with lots of new components and facilities. The goal is to make a mod
with dynamic gameplay and more strategy plus a competitive AI able to utilize all the mod's features
in a competetive manner.
SE Nova Previews
I've posted some preliminary information on the mod's components and weapons. Look for more data to be added soon.
SE Nova Components Preview | SE Nova Weapons Preview
| SE Nova Facilities Preview
SE Nova Forum
SE Nova Forum
The Official SE Nova forum is hosted over at SpaceEmpires.net, feel free to post questions, comments and suggestions there!
SE Nova Forum
SE Nova Features
Game Setup:
- Features modified version of Fyron's Quadrant Mod
- Fewer but larger sectors to maintain clarity, but promote faster turn processing times
- Revised racial, government and society traits
- Crystalline and Organic become major traits
- Other racial traits are reduced to minor technology traits
- Alternate pathyways to obtain some racial trait technologies
General Gameplay:
- Less rampant expansion
- Increased emphasis on colony development
- Population modifiers more significant
- Increased inefficiency for large empires
- More developed cultural achievements
- Cultural Influence
- Leaky intelligence system
- Variety of good and bad events
Technology Tree:
- Expanded tech tree with more overall levels
- Increased multiple tech prequisites
- Lots of cross tech area tie-ins, such as missile weapons with sensor technology
- Stellar Manipulation split into individual tech areas
Ships & Units:
- Similar ship sizes to Balance Mod
- Ship hull improvements based on technology
- Less restrictive engine requirements
- Organic and Crystalline races will only have access to their respective hull types
- New unit "Weapon Turret" to provide colony protection against invading troops and fighters
Components:
- New components like Engineering, Bulkheads, and Replicators
- Propulsion
- Proportional propulsion system
- Reactors provide supplies and Engines provide movement
- Flexible engine requirements
- Variable size Armor
- New armor and shield types
- Special components made available by technology traits
Weapons:
- Expanded weapon groups like Plasma Weapons
- A wider range of low technology weapons
- More options for weapon mounts
- Greater variety of weapons for units, including small seekers
- More extensive use of damage types
Facilities:
- Mixed-size facilities
- New facilities like Component Factories, Repair Depots, and Temples
- Industrial facilities impact colony happiness and conditions
AI:
- Based on Balance Mod AI
- Expanded AI Empire personalities
- May feature new Empires
Home | Mods
|
| |