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Liberty_Valance

AKA Wolfie
19 Badges
Jul 10, 2018
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Capture.JPG


Don't have enough ideas to make a unique and race with its own game mechanics like the others so over the next few months as I think of things that would be cool to see in a race and the limitations of the tools. The rac e could change from being megacorp to a mobile high tech race.


Ive done a human, bug and paranormal faction the only thing that scratches the itch is a full on scifi high tech faction.

Overview
The Original Gangster, before planetfall was even ready but when it came to the crunch time it, Colonial Guard was the preferred choice with its game play mechanics already well thought out. Here is the origional vid of the of the Megacorp aka Corporate Dominion

The megacorps concept of a future where corporations are their own governments, its robotic workforce has taken over, and like the idea of robots have become aware enough they don't like doing degrading/monotonous work so they employ human servant and low paid guards. Every corporation needs its 'consumers', humans also live within the city as the lower social economic class rued through advertising and trend set (lego movie actually sets this as the best) Utopian society — where everyone follows the instructions, no one questions why and Everything is Awesome

This race is going to be of the same makers as the Emma and Roy bots.
This could be expanded, disperse Sex/preasure robots throughout the galaxy they have inbuilt drectives to collect data on clients and happenings on that planet (Westworld is a great reference to draw from)

Gameplay
Playstyle: Im thinking heavy use of shields, mobile defensives units, early transport unit like the colonial dropship allowing for quick assaults over terrain, air dominant, and of course moar robot mechs to coommand but probably towards a gundamn style.

The main concern is the direction of city development id like to try something different with this. One concept was to completely try ignore city development altogether and try and make them mobile id liek this most (but not sure if its possible) other is go just all heavy in city dev with larger cities kinda boring

Ref
Movie references:
Westworld, Chappie/D9 weaponry, Aliens universe AI, eg Adam/Mother, Some movies that have taken the concept in different ways IRobot, Matrix though the Megacorp aquisition was through redundancy not aggressive take over. Blade Runner. Star Wars Nar Shadar

Game References
Fallout 3: Institute, Dawn of war 1: Tau, Star Craft 2: Adjutant, Halo: AI, Mass Effect


Units:
references from other games, like the Colonial Guard that were heavily based from units from Company of Heroes 2, that would translate well to

Mechanized Infantry/Mobile Turret unit
REF: XV88 Broadside Battlesuit
  • Heavy Infantry.
  • Slow Anti-Vehicle battlesuit equipped with two Missile Launchers.
  • Can entrench into the ground, transforming it into a powerful weapons platform effective against all targets.
  • Can act as a semi-mobile turret.
The idea of a mobile turret, being able to entrench and fire at long range.
Other Tau units could be good unit base



Abilities:
Grenade Shield, throw a grenade giving a shield to fellow units
Drones tha can be deployed into defensive structures, eg you can tactically place say an OWL type unit into a medical station/turret


Operations:
* Deploy energy dome marker, the dome acts like an obstacle giving high shielding the dome covers, ref DOW3
F0CF9C65B4136F6F4857B2EF89A6DDABAAB3BDAB


* Deploy collectables on the strategic map (eg cashe for collection)
* Markers on the tactical map similar to the Outlanders, giving operations, buffs from cashe, sniper tower or operation centres for units to control


Customisation is now in, looks like this is going ahead, the 20 new backgrounds will be available for all races. Probably find a few cool bug ones for the Hoppers but thiers some great scenic ones of alien worlds
Example5.JPG

fancy2.JPG

fancy3.JPG


Colorful Neon glass and particles
BattleMech - Alt weapon loadout with mods, laser shield and sword, Rockets, miniguns, torso mods
Mech.JPG


Fire Team, specializing in attacking at extra long range, poor accuracy, shield grenades, high armour but very low health. Thier needs to be a captain version of this unit
Fire Team.JPG


Strikers get into close range designed to steal shields, very high shields, high armour low health
Striker.JPG
 

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Business is back open courtesy of Corona .

Tech groups Entropy/Sound

Entropy Notes:
"A campfire
is an example of entropy. The solid wood burns and becomes ash, smoke and gases, all of which spread energy outwards more easily than the solid fuel. Ice melting, salt or sugar dissolving, making popcorn and boiling water for tea are processes with increasing entropy in your kitchen."


Thermodynamic entropy

Entropy is an important part of the third law of thermodynamics.

Imagine that a group of molecules has ten units of energy. If the energy in those molecules is perfectly organized, then the molecules can do ten units of work. However, if the energy became less organized (so, the entropy increased), the molecules might only be able to do six units of work, even though they still have ten units of energy in them.

When total entropy is reached, there is no more energy to spend. A good example of this is a cup of hot tea. The tea has a lot of energy compared to the room the tea is in. Over time the heat in the tea will spread into the room. The tea will become colder. This is because the energy (heat) in the tea moves to the surrounding area. Once the tea became cold, there is no more heat that can be spread. The tea has reached total entropy.

There are two types of these "rooms": An open system and a closed system. An open system means that energy (like heat) can freely flow in and out of the room. A closed system means that the room is closed off from the outside; no energy can go in or out.

In the case of the tea, the room was a closed system; no energy could enter it. But we can also make it an open system by placing a heater into the room. If we turn on the heater, we can use the heat from it to reheat the cup of tea. New energy has been brought into the room. The entropy has thus decreased. The heat that went from the heater into the tea can then move into the room again until total entropy has been reached. This is what the second law of thermodynamics is about.

A real life example of an open system is the Earth. It gets a lot of energy from the Sun every day. This allows plants to grow and water to stay liquid. If we took away the Sun, plants would die and water would freeze because the surface of our planet would be too cold.

Information Entrhopy
In general, the more certain or deterministic the event is, the less information it will contain.

Let's look at an example. If someone is told something they already know, the information they get is very small. It will be pointless for them to be told something they already know. This information would have very low entropy.

If they were told about something they knew little about, they would get much new information. This information would be very valuable to them. They would learn something. This information would have high entropy.

Entropy in refrigeration

They are taking heat (and entropy) from the inside, but they also consume work from an external source. Therefore they dump more heat outside than they have taken from the inside.
An ideal refrigerator would dump exactly the same amount of entropy to the outside that it has taken from the inside, but real life devices are not ideal and they always dump more. Therefore the net effect of a refrigerator is increasing entropy.




Entropy and Radiation
 
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20/08/21 A Dead Project Revived

With a pandemic on the loose and bit of a break from the tools and also a break from people nagging me via chats, and more time at home i thought id finish the megacorp. Ive not yet done a tech race and here in this mod will also feature some hostile dwellings but thats for another time.

cyber.pngI4tzBxb.jpg
The megacorp pretty much still incorperates the above ideas from older posts but also expands with new concepts. The top post still sums up for the most part the lore of the corp but this ones more about the gameplay.
I dont want to go into too much detail and id probably just skip reading if you dont want to know the ins and outs, but Megacorps weapon Groups are Entropy and Sound but dont use them like the current races they are a byproduct of attacks somewat more on the concept of entropy and sound how it works with physics and chemistry to a degree (its still a bastardisation and we can argue science all day in any event its how it works, but here its interesting, fun and because i said so!).

So the megacorp will use energy based attacks (not just arc which as coined the name) were talking things like thermodynamic attacks that use both arc and energy
thier will likely be other attacks that use the concept of 'energy' such as thermal + Biochemical = Radiation energy attacks. So likely for the mot part the race will be using various combinations of 2 weapon groups that produce energy.

These will be the main likely in this order of use 'energy' Two weapon groups
Thermal
Arc
Biochemical

Not used by units but can be mod plugins
Explosive
Kinetic

By product of Energy
Sound
Entropy

Not used:
Psyonic


Thermal + Arc = Thermaldynamics Energy
Bio + Therma' = Nuclear Fusion - Radiation Energy
Arc + Bio = Cryogenic Energy -

So the weapon groups entropy and sound act as supporting the attacks, below is an example of thermodynamic attack tyoes currently used by a few units in game.
Its similar to Ebb Flow, for every attack 'energy' builds up with entropy damage increasing then on max energy it can be spend on a number of available abilities like heal, shield up, discharge etc. Its awesome.
yogijpg.jpg

Its currently tested on a few units that are WIP and they kick ass. The Peace Keeper can lock in its stance increasing its range but cannot move i initally had stagger resistance when locked in but took it off they dont need it, if any unit makes it close to these boyz and gals they deserve it.

peaceKeeper1.JPG


The scout is mostly just for its namesake but it can use FTL in combat and although its damage is less its still a decent attacker, you could probably spam these out and do just fine taking weaker sectors

scout.JPG

Theres dozen more still in the pipeline but you can expect well thought out abilities that syncronise with the race using 'energy'

Cyclone.png
Turret.png
satellite.png

Unlike other Races ive built this race has been more extensive in abilities and mod design with new projectiles to match the new attack types.

Alot of concepts have been put together on opps and mods, heres some of the more fun ones below:

- Hire Mercenaries - Call a random tier1 10% increase upkeep

- Tactical EMP – Cause malfunction to all enemies

- Home Bound – Transport targets back to the capital

- Buy Poki-Gotchi Pets Secondary Weapon - Summon a digital creature to fight
Megacorp.png

Like the Colonial Guard where they get a starting Captain the Megacorp will get a digital virtual assistance at the start of the game currently thier are 3 such as AIVA, KABAL

Theres alot more i could share but its jsut a heads up to say yes i am busy, but its going to be a while probably months of work but hey its something to look forward to. Cheers.
map3.JPG

map.JPG
 

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Nice!!! I do enjoy the Playable Races and previous mods you made man, keen to see the Megacorp project being revived.

Does this mean you will change/update those eventually to mesh with Corp, or will it be a stand-alone addition.
And what about 'The Company'?
 
The Megacorp Prevasion Mod thats currently still up on Steam will be changing and removing the customisation for the other races to be only for the megacorp.

It wont effect peoples empire modes they can just go in and edit thier heroes back to the vanilla. The right on a few accounts 'The Company' is indeed the megacorp pulling the strings and gaining favours. But it wont be changing the company mod itself that will still be its own stand alone thing.

When aking a race alot of factors need to be taken into account, how the AI works and to ensure it effectively uses the mods and opps and it dosent really handle terraforming all that great, so the megacorp will get bonuses for taking landmarks, ive been conisdering an op to allow them to build imperial defense systems though.

Alot of the details are still being worked out but you can read below inregards to the 'circle' which is where this race fits into the lore

If you reply the first Vangaurd mission with the manipulation of Vangaurd leaders by a succubot you can kind see how they opererate by gathering intelligence and manipulation. So its as much as about making the story of the star union make sense.

The megacorp 'Corp Dominion' were always the intended race that founded the hiring mercenaries that became the Colonial Guard and further developing hopper development for food that got out of hand.

Its a bit of a road ahead on what needs to be done but it is taking lore into a factor. I have been conidering doing an video from an imperial achives point of view of the collapse of the union with the new races involved but will see how things go
 
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Ops and Doctrine Brainstorming

Mobile Command Commander

Corporate Espionage – 40% discount to secret Ops

Orbital strike in ghost unit. The viper could be cool to spawn in stealth mode. Ghost, which create a holo unit with global map stealth in a location with wide vision for spying on enemy activities

Adjutent – Extra XP for non Megacorp Commanders

Truenty Test

Sleeper cell where you plant an army within the walls of the enemy so it will have 2 random of that race defenders and a black clad megacorp operative,

Abduction where you steal one of your colonist and create the cartel agents, they will have the pursautron like in syndicate

Hire Mercenaries 10% increase upkeep

EMP – cause malfunction to all enemies

Home Bound – Transport targets back to the capital

We Own the Sky - air units buff

Poki-Gotchi - throw varied holo units

Insrugency Sleeper cell where you plant an army within the walls of the enemy so it will have 2 random of that race defenders and a black clad megacorp operative

Abduction where you steal one of your colonist and create the cartel agents, they will have the pursautron like in syndicat

Strange Serum: Heals biological allies and makes them mutants (if they are not already) Gives a random property (eg) healing factor X

Exoskeleton Cotati metal fibers makes cyborgs mechanical

Production buff but makes sector polluted, colonist unhappy
 
非常感谢你制作的MOD我。你制作的亡灵、泥虫族、还有创作者的MOD,觉得很干净,希望你能出一个增强AI的MOD,因为创业是在弱智:翻白眼:
还有一个问题,亡灵T3变蝙蝠会增加血,发现可以无限来回人——蝙蝠——进行加血,可能是BUG?
 
非常感谢你制作的MOD我。
还有一个问题,亡灵T3变蝙蝠会增加血,发现可以无限来回人——祈祷——进行加血,可能是BUG?
对了,我不太会用英文,所以。翻译成英文给你吧

非常感谢制作MOD,我制作了你们不死、泥虫、MOD的创造者,感觉很干净,希望大家能给个boost AI MOD,因为智障创业者:他们的:
有个问题,不死T3蝙蝠会加血,人可以找无限回-蝙蝠-加血,会不会是BUG?
 
The bat ability should have a cooldown so they shoudnt not be allowed to immedialty use it, and from what you describe they are getting too much blood/health i will reduce it today and upload, thanks for your comment.


我使用了在线翻译器,所以希望没问题。蝙蝠能力应该有一个冷却时间,所以他们不应该被允许立即使用它,从你描述的情况来看,他们得到了太多的血液/健康,我今天会减少它并上传,谢谢你的评论。
 
图1:这是技能展示,第2个才可以用,然后冷却2个后又可以用。
但是第三任后,如下:
图2图3 无限刷,回复满血。(一操作)
图4:到底是什么意思?有啥用啊?我真的没明白,因为我英文不好:翻白眼:
亡灵星球实用的几本本单元模块,觉得不太可能,可能亡灵我不会玩吧。
英雄技能:能量干残,减少伤害,有啥隐藏的用意?
战略技能:召唤恶魔可以不可以召唤点高级的恶魔,各种消耗很多,全是小恶魔,吐血了:p

你会做一个增强AI的MOD么?
 

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Thank you for the excellent work on this mod. Almost a new game given the massive costumization the Corps have.
Imagine an MP match between rival Corps...
I especially like the 'overflight/attack run' mechanics.
And an overdue thank you for answering my question about the Company!

The Megacorp Prevasion Mod thats currently still up on Steam will be changing and removing the customisation for the other races to be only for the megacorp.

It wont effect peoples empire modes they can just go in and edit thier heroes back to the vanilla. The right on a few accounts 'The Company' is indeed the megacorp pulling the strings and gaining favours. But it wont be changing the company mod itself that will still be its own stand alone thing.

When aking a race alot of factors need to be taken into account, how the AI works and to ensure it effectively uses the mods and opps and it dosent really handle terraforming all that great, so the megacorp will get bonuses for taking landmarks, ive been conisdering an op to allow them to build imperial defense systems though.

Alot of the details are still being worked out but you can read below inregards to the 'circle' which is where this race fits into the lore

If you reply the first Vangaurd mission with the manipulation of Vangaurd leaders by a succubot you can kind see how they opererate by gathering intelligence and manipulation. So its as much as about making the story of the star union make sense.

The megacorp 'Corp Dominion' were always the intended race that founded the hiring mercenaries that became the Colonial Guard and further developing hopper development for food that got out of hand.

Its a bit of a road ahead on what needs to be done but it is taking lore into a factor. I have been conidering doing an video from an imperial achives point of view of the collapse of the union with the new races involved but will see how things go
 
Yeah the overflight/attack run stuff was done by the co-contributor it got me by suprise too i havent seen anything like it! Also passed on the feedback he was very pleased to hear!

Also here is a teaser vid it kinda explain where the races all fit into the world its what i always imagined

 
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