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-   -   Invasion! Beta Discussion (http://forum.shrapnelgames.com/showthread.php?t=11143)

Atrocities January 20th, 2005 01:57 AM

Re: Invasion! Beta 0.41 Released!
 
You'll find that modding can consum your life. Be warned. http://forum.shrapnelgames.com/images/smilies/happy.gif

Ed Kolis January 20th, 2005 02:27 PM

Re: Invasion! Beta 0.41 Released!
 
OK, so how many racial points do we get in this PBW game? I'm itching to make my .emp file but that's holding me back http://forum.shrapnelgames.com/images/smilies/wink.gif

Combat Wombat January 20th, 2005 06:52 PM

Re: Invasion! Beta 0.41 Released!
 
5000, you should read the game description in PBW. Also make sure you read the Monsters rules text file included in Invasion! also 0.41 came with a 5000 point monster template race if you want to use that as a base.

Ed Kolis January 20th, 2005 08:57 PM

Re: Invasion! Beta 0.41 Released!
 
It said "0, 2000, 3000, 5000" http://forum.shrapnelgames.com/image...ies/tongue.gif

Combat Wombat January 21st, 2005 06:20 PM

Re: Invasion! Beta 0.41 Released!
 
Thats weird, I will get it fixed then thank you for telling me.

Caduceus January 22nd, 2005 05:56 PM

Re: Invasion! Beta 0.41 Released!
 
CW - I am working with the new Invasion mod - found a few typos - I will send them to you PM..

Combat Wombat January 22nd, 2005 08:34 PM

Re: Invasion! Beta 0.41 Released!
 
Thanks and make sure you join the new Invasion! PBW game.

Caduceus January 24th, 2005 03:39 PM

Re: Invasion! Mod Discussion Beta 0.41
 
Joined the game... Who else is out there?

Combat Wombat February 26th, 2005 10:43 PM

Re: Invasion! Mod Discussion Beta 0.41
 
Alright everyone the Invasion! PBW game has started. Get those turns uploaded.

Combat Wombat May 8th, 2005 06:15 PM

Invasion! Beta 0.46 has been released!
 
Invasion! Beta 0.46

It can be downloaded here: http://www.secenter.org/Invasion.rar

This is the first full public release since Beta 0.41
All of the beta testers have been hard at work finding all of the bugs and I feel we have reached a point where a full release is in order.

Change List:

Beta 0.46
Removed warhead weapon abilities from supply storage items
Rebalanced some hull sizes
Changed Point Defense Cannon reload rate to 2
Changed Wave Motion Gun reload rate to 2
Changed Planetary Napalm 3x damage and 15 reload rate
Changed Small Cluster Bombs 3x damage and 15 reload rate
Updated Planetary Cloaking Device description to reflect SE4 1.91 abilities
Raised starting tech level for many areas
Added Warp Weapons to the tech requirement for Quantum Warp Missiles
Updated modinfo.txt, FAQ.txt, and Generic Space Monster Rules for PBW.txt
Took full damage for Chemical and Massive Chemical Lasers out to full range
Fixed typo in Temporal Space Yard II
Renamed a few things and lots of other small changes

Beta 0.45, 045a
Gave monsters ECM & Combat Sensor Abilities
Gave the monster armor and skin the ability to block engine destroying weapons
Finally implemented the Monster Yard

Beta 0.44, 0.44a
Rebalanced Monster Facilities
Rebalanced Monster Components
Rebalanced Monster Hulls
Fixed Neural Core Upgrade Problem
Raised Monster Evolution Cost
Raised Shield Points on Massive Planetary Shield
Raised Shield Points of System Capital Complex
Fixed Chemical Laser
Raised Population Hit Points
Lowered Cost to Upgrade Facilities

Beta 0.43
Fixed Component(s): Shield Generators
Raised Movement of Monsters
Fixed Light Colony Ship Short Name
Fixed Roman Numeral on Titanium Armor II and on many other armor components
Fixed Cost of Monster Shields

Beta 0.42
Updated Monster rules text file so it now allows the use of natural merchants
Changed Monster Cloak so it uses normal cloaking abilities
Changed Monster PD so it cannot be used on drones
Fixed Chemical Lasers being in the wrong component family
Fixed monster PD and Neural Core having the same image
Raised Cost of Monster Evolution
Major Monster rebalance changes to numerous to list
Lower points generated by Science Lab and intelligence counterpart components


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