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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
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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
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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.
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Re: Invasion! Beta 0.41 Released!
It said "0, 2000, 3000, 5000" http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Invasion! Beta 0.41 Released!
Thats weird, I will get it fixed then thank you for telling me.
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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..
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Re: Invasion! Beta 0.41 Released!
Thanks and make sure you join the new Invasion! PBW game.
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Re: Invasion! Mod Discussion Beta 0.41
Joined the game... Who else is out there?
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Re: Invasion! Mod Discussion Beta 0.41
Alright everyone the Invasion! PBW game has started. Get those turns uploaded.
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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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