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

Suicide Junkie March 5th, 2005 09:57 PM

Re: Carrier Battles Mod
 
I like the sound of an officer exchange program.
Exchanging more and more officers until they exceed the original crew and then mutiny is delightfully evil http://forum.shrapnelgames.com/images/smilies/laugh.gif

Captain Kwok March 6th, 2005 08:40 PM

Re: Carrier Battles Mod
 
I like the idea, but how would one prevent negative projects from other empires, while allowing these ones to pass from an ally?

Suicide Junkie March 6th, 2005 08:49 PM

Re: Carrier Battles Mod
 
This mod abandons the all-or-nothing counter intel projects.

Instead, you must use really cheap intel sabotage projects to discover and stop the attacks before they start.
Unless you have a lot of defending sabotage projects going against one player, you'll have to get lucky to hit their big attack. But you do have multiple turns to catch it, since the costs are pretty high.

You and an ally can also work together to prevent an enemy from attacking.

Captain Kwok March 6th, 2005 08:57 PM

Re: Carrier Battles Mod
 
Yeah, I'm totally stealing this intelligence setup for my mod. But it'll have to wait until I at least release what I have!

Suicide Junkie March 7th, 2005 02:53 AM

Re: Carrier Battles Mod
 
http://imagemodserver.mine.nu/other/...attlesv1.0.zip

- Plugged in the intro screens.
- Added an improve planet conditions intel op, among the ones mentioned previously. The Un-steal supplies op dosen't work unfortunately.
- Reduced fighter ECM % a bit, so ships will have a decent chance with the 20mm guns.
- Filled out the systemnames file with 10 names for each letter.

I've also built up a nice set of ships in the demo test game.

Kana March 7th, 2005 04:46 AM

Re: Carrier Battles Mod
 
Says there is nothing there from the link...and I'm not a dummy... http://forum.shrapnelgames.com/image...ies/tongue.gif

Edit: Yet I was smart enough to find it though...link is still broke...

Kana

Suicide Junkie March 7th, 2005 12:44 PM

Re: Carrier Battles Mod
 
*SJ makes a sacrifice to Dmeon Lrod Tyopo and all is returned to normal.

Suicide Junkie March 8th, 2005 02:09 AM

Re: Carrier Battles Mod
 
http://imagemodserver.mine.nu/other/...arrierBattles/

Updated again.
- Until the combat replay generation code is fixed, I've pulled the anti-missile tech, and scaled down the CSM damage.
- Added a few tweaks to component families, so the "only latest" view is handier.
- Added command pods for the 50kt troops at max tech, which provide combat bonuses. I'll probably lower the tech requirements in a later version.

Your carriers will have to carry more interceptors to fully compensate for the lack of AMMs.

PS:
The default settings are to use 10 system maps. Feel free to increase this once you get the hang of it.

Phoenix-D March 8th, 2005 04:38 AM

Re: Carrier Battles Mod
 
"- Until the combat replay generation code is fixed, I've pulled the anti-missile tech, and scaled down the CSM damage."

What was the problem here?

Suicide Junkie March 8th, 2005 09:35 PM

Re: Carrier Battles Mod
 
Some sort of debug error while writing to the file, it kills the host process.

---

If you want, you can go into settings.txt and set:
Create combat replay := False

Then go into techarea.txt, to the "Point Defense Missiles" section, and set:
Maximum Levels :=5

If you are playing a game without replays, there will be no problem, and you can take advantage of the expanded design options.


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