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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 a full year, the nature of the mod and its limited scope sometimes lead to
frustration when I wanted to implement features that were beyond the standard game - such as variable sized facilities or flexible engine
requirements. However, since the Balance Mod is nearing the end of its development cycle, I have the time available 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 full
of new items to explore. The final goal is to create a dynamic mod with more strategy and an easy learning curve. I also hope to include a
personable AI that will be able to utilize all the mod's features in a competitive 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 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
- Revised racial, government and society traits
- Crystalline and Organic become major traits
- Other racial traits are reduced to minor technology traits
General Gameplay:
- Less rampant expansion
- Increased emphasis on colony development
- Population modifiers more significant
- More developed cultural achievements
- 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 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
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