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-   -   Carrier Battles Mod (http://forum.shrapnelgames.com/showthread.php?t=22453)

Atrocities March 1st, 2005 09:26 PM

Re: Carrier Battles Mod
 
I have to agree, this is a brillant idea.

Suicide Junkie March 2nd, 2005 12:17 AM

Re: Carrier Battles Mod
 
1 Attachment(s)
Wow!

This map analysis looks pretty fair to me. http://forum.shrapnelgames.com/images/smilies/happy.gif
Ice/Rock are equivalent in all categories.
Gas overcomes a facility deficit with population bonuses to end with an equal resource production.

Micro and tiny moons give the vaccuum breathers back what they lose in the larger planets.

Urendi Maleldil March 2nd, 2005 02:49 PM

Re: Carrier Battles Mod
 
I like that idea. Finally, an easy way to represent a planet's infrastructure.

Frederick_d_Ohlmann March 2nd, 2005 03:20 PM

Re: Carrier Battles Mod
 
By the way... Replacing Life support by "Crew" that give combat bonus can be good.
On little fighter it would be (I don't know how to say it in english) an optional additional crewman that fire weapon resulting in more accuracy (you know, like in WW1 fighter). On bomber it would be the crew and may not be optionnal...

Suicide Junkie March 3rd, 2005 07:25 PM

Re: Carrier Battles Mod
 
If you mean just on the fighters, I think I may just do that... though it wouldn't really replace lifesupport.

Not requiring an explicit lifesupport component on the short-range (no strategic move) fighters would be quite reasonable I think. And having an optional double-cockpit for some small combat bonus would be good.

Suicide Junkie March 5th, 2005 12:31 AM

Re: Carrier Battles Mod
 
Here's what I've been working on this week:
http://imagemodserver.mine.nu/other/...us/CBintro.png

mac5732 March 5th, 2005 12:43 AM

Re: Carrier Battles Mod
 
awesome screen SJ, excellent looking, can you make it a screen saver as well ?

Suicide Junkie March 5th, 2005 12:47 AM

Re: Carrier Battles Mod
 
1 Attachment(s)
Screensavers usually have some action in them http://forum.shrapnelgames.com/images/smilies/happy.gif

I could strip off the title text to make a desktop background though...

Suicide Junkie March 5th, 2005 08:27 PM

Re: Carrier Battles Mod
 
To Do:
- Add helpful intel projects.

This adds a lot of potential. Some things you should be able to do:

- Slip an ally some resources (negative resource steal op). This saves you the hassle of sending a political message and waiting for the acceptance message.
- Refuel a stranded ship, or provide a small boost to a warfleet.
- Insidiously lower their guard against you, allowing you to sneak in attack projects while they think you are helping them!
You can even accuse your enemy of the attacks via comm message, and hopefully provoke your "friend" into attacking your real enemy http://forum.shrapnelgames.com/images/smilies/wink.gif

douglas March 5th, 2005 08:43 PM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
To Do:
- Add helpful intel projects.

This adds a lot of potential. Some things you should be able to do:

- Slip an ally some resources (negative resource steal op). This saves you the hassle of sending a political message and waiting for the acceptance message.
- Refuel a stranded ship, or provide a small boost to a warfleet.
- Insidiously lower their guard against you, allowing you to sneak in attack projects while they think you are helping them!
You can even accuse your enemy of the attacks via comm message, and hopefully provoke your "friend" into attacking your real enemy http://forum.shrapnelgames.com/images/smilies/wink.gif

Now that could get interesting. I can just imaging sending a whole bunch of officers to train a friend's flagship (modded crew rotation project) and then crew insurrecting it http://forum.shrapnelgames.com/images/smilies/laugh.gif. One brand new top-of-the-line ship with 50% experience in a position to do some major damage to your too-trusting ex-friend http://forum.shrapnelgames.com/images/smilies/evil.gif http://forum.shrapnelgames.com/images/smilies/evil.gif.


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