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

Paul1980au January 28th, 2004 01:06 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Wombat combat ? can you explain what each of these events has in terms of impacts in the game - is there a way to just have the events file for download (i would like to cimbine it with the eye candy events patch)

What does reverse gravity do ?

Combat Wombat January 28th, 2004 01:12 AM

Re: Invasion! Mod Discussion Beta 0.40
 
I don't have pics for these yet but heres the code:

Type := Planet - Population Change
Severity := Catastrophic
Effect Amount := -95
Message To := Owner
Num Messages := 1
Message Title 1 := Reversed Gravity
Message 1 := An anomoly has occured at [%PlanetName]. [%ActualAmount]M people were sucked off the planet when gravity reversed temporarily. Only about 5% of the population was indoors or able to grab onto something.
Picture := B5_Blank
Time Till Completion := 0
Num Start Messages := 0

Type := Planet - Population Anger Change
Severity := Low
Effect Amount := 10
Message To := Owner
Num Messages := 1
Message Title 1 := Soenke Beer Festival
Message 1 := A Beer Festival is set to take place at at [%PlanetName]. Happiness Increses by [%ActualAmount].
Picture := B5_Blank
Time Till Completion := 0
Num Start Messages := 0

Type := Planet - Conditions Change
Severity := Medium
Effect Amount := -30
Message To := Owner
Num Messages := 1
Message Title 1 := Solar Flare
Message 1 := A Solar Flare burns of part off [%PlanetName]'s atomosphere.
Picture := PlanetConditionsWorse
Time Till Completion := 0
Num Start Messages := 0

Type := Planet - Population Change
Severity := Medium
Effect Amount := -25
Message To := Owner
Num Messages := 1
Message Title 1 := Entertainment Black Out
Message 1 := The Entertainment Communications Network at [%PlanetName] has been temporarily shut down. [%ActualAmount]M people committed suicide because of their dependence.
Picture := B5_Blank
Time Till Completion := 0
Num Start Messages := 0

[ January 27, 2004, 23:16: Message edited by: Combat Wombat ]

narf poit chez BOOM January 28th, 2004 02:16 AM

Re: Invasion! Mod Discussion Beta 0.40
 
shouldn't a beer festival also lower productivity?

i don't know if you could do that, though.

Fyron January 28th, 2004 02:31 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Population Change is a flat number, not a percentage, so that Reverse Gravity event will kill 95 M people every time.

Quote:

Originally posted by narf poit chez BOOM:
shouldn't a beer festival also lower productivity?

i don't know if you could do that, though.

<font size="2" face="sans-serif, arial, verdana">Sadly, events can only have one effect. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ January 28, 2004, 00:31: Message edited by: Imperator Fyron ]

Combat Wombat January 28th, 2004 08:24 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Thanks Fyron, I didn't know that.

Combat Wombat January 28th, 2004 08:09 PM

Re: Invasion! Mod Discussion Beta 0.40
 
I just found my original mod design ideas in my notebook. So here are the things that you should be expecting to come soon.

Ballistic Missile: Small, Medium, Large
Ballistic Missile Warhead: Fusion, Plasma, Anti-Matter
Phased Point Defense Grid
Probe: Small, Medium, Large
Probe Sensor Grid: I, II, III
Probe Engine: I, II, III
Spinal Engine Mount
Intelligence Project: Assasination
Fighter: Knat
Fighter: Space Walker
Event: Magnetic Pole Shift
Event: Uncontroled Greenhouse Effect

Redone Engine System

Main Engine Reactor
Battery
Hydrogen Reactor
Fission Reactor
Fusion Reactor
Plasma Reactor
Anti-Matter Reactor

Combat Wombat January 29th, 2004 07:57 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.28 Change Log

Added Event: Reverse Gravity

Added Event: Beer Festival

Added Event: Solar Flare

Added Event: Entertainment Black Out

Added Picture: To event beer festival

Added Picture: To event reverse gravity

Added Picture: To event solar flare

Added Picture: To event entertainment blackout

Modified All Shields: To Leaky Type Shields

Modified All Armor: To Leaky Type Armor

Modified Component(s): Point Defense Grid I-V

Added Weapon: Phased Point Defense Grid I-V

Added Component: Fission Engine Reactor

Added Component: Fusion Engine Reactor

Added Component: Anti-Matter Engine Reactor

Added Component: Quantum Engine Reactor

Modified Component(s): Ion Engine I-III

Modified Component(s): Contra - Terrene Engine I-III

Modified Component(s): Jacketed - Photon Engine I-III

Modified Component(s): Quantum Engine I-III

Added Component(s): Intergrated AI Neural-Net

Added Component(s): Small Phased Shield Generator I-III

Added Component(s): Expert Engineering Team

Modified All Components: To be more balanced for the newly implemented leaky shield and leaky armor system, its not perfect yet but its getting there http://forum.shrapnelgames.com/images/icons/icon7.gif

Modified Ships: Added and corrected ship descriptions

Added Event: Magnetic Pole Shift

Added Event: Uncontroled Greenhouse Effect

[ January 30, 2004, 00:19: Message edited by: Combat Wombat ]

gregebowman January 29th, 2004 04:34 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Is this available for download, or are you just teasing us?

Combat Wombat January 29th, 2004 07:41 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Beta 0.28 of Invasion! Isn't complete yet the list below is what I have changed so far since the Last patch. I don't like to give release dates because stuff always messes them up but I except to be done with 0.28 by the weekend if not sooner. Alot of components need to be rebalanced because of the leaky armor and leaky shields for it to work realistically.

[ January 30, 2004, 00:03: Message edited by: Combat Wombat ]

gregebowman January 29th, 2004 09:36 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Ok, thanks for the info. Looking forward to the latest changes.

Combat Wombat January 30th, 2004 03:00 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Beta 0.28 of Invasion! has been released

You need the newest Versions of FQM Deluxe and Image Mod to play properly

Make sure you join the Invasion! PBW game, and please continue to post all ideas, comments, and complaints you have about the mod

http://www.spaceempires.net/files/cw/Invasion.exe

Change List:

Can be found below, no point in posting that long thing again

narf poit chez BOOM January 30th, 2004 03:13 AM

Re: Invasion! Mod Discussion Beta 0.40
 
i was browsing through the vehicle.txt file and this is what i noted:

Gunship mis chance description says 25%, actual number is 30%. same miss chance problem for heavy gunship. same with Superdreadnought. note on massive worldship, i think tech levels only go to 20.

Combat Wombat January 30th, 2004 03:33 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Fixed the gunships and superdreadnought and the massive worldship works I believe that you can have upto 255 levels of research if you so desire.

narf poit chez BOOM January 30th, 2004 03:49 AM

Re: Invasion! Mod Discussion Beta 0.40
 
that just made me very happy.

except my ships would get to big. i had an idea where once they got close to 65535, i would shrink them by 100 and start a new series of ships, but i don't think there's any way to assure that only certain components get used on certain ships.

Combat Wombat January 31st, 2004 01:07 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! Beta 0.29 Change Log

Fixed Component(s): Corrected names of Last 2 levels of Phased Point Grid

Fixed Ship(s): Fixed defense bonus for Gunship, Heavy Gunship, Super Dreadnought

Modified Component(s): Tweaked armor balance to fix a small issue

Added Facility: Terraforming Station I-III

Removed Dsgnname Folder and its contents to cut down on file size (You can just download the names off of the Design Names Anthology website)

Added History: An almost complete mod history into the readme file

Added Facility: System Capital Complex

Added Tech Area: 3 more levels are armor for more precise balancing

Added Component(s): Titainum Armor I-III

Added Component(s): Dense Titainum Armor I-III

Added Component(s): Neutron Armor I-III

Added Component(s): Dense Titainum Structural Supports I-III

Added Component(s): Neutron Structural Supports I-III

Modified Component(s): Master Computer I-III

Modified Tech Area: Increased Cost of Ship Construction by 5000 Research Points

Added Picutre(s): Added New Starmap

[ February 19, 2004, 01:10: Message edited by: Combat Wombat ]

Combat Wombat January 31st, 2004 06:49 AM

Re: Invasion! Mod Discussion Beta 0.40
 
I am looking for some neo-standard shipsets to add to Invasion! if anyone shipset makers would like to let me use thier neo-standard set or would like to make one for the mod or help complete the neo-standard ships for the stock races it would be most welcomed

[ January 31, 2004, 05:18: Message edited by: Combat Wombat ]

Combat Wombat February 4th, 2004 07:47 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Just got an AI building program. I am going to start using it soon. Expect some new AI for the mod in the near future.

Combat Wombat February 5th, 2004 02:27 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Just started work on the AI. All stock races should have new AI files in Beta 0.29

tesco samoa February 5th, 2004 02:57 AM

Re: Invasion! Mod Discussion Beta 0.40
 
sj made a file to create neo standards for the races ... perhaps he can post a link to it

neobuilder.rar 20 k file it is from 2001

Combat Wombat February 6th, 2004 05:26 AM

Re: Invasion! Mod Discussion Beta 0.40
 
That would be very helpful

Fyron February 6th, 2004 05:28 AM

Re: Invasion! Mod Discussion Beta 0.40
 
All that does is copy default images to new images if they don't exist. It doesn't generate any new and different images or anything.

Combat Wombat February 10th, 2004 05:03 AM

Re: Invasion! Mod Discussion Beta 0.40
 
*Bump* New changes added onto the Beta 0.29 Change Log

Renegade 13 February 10th, 2004 06:50 AM

Re: Invasion! Mod Discussion Beta 0.40
 
CW, due to changes in my life, I'm going to have to quit my testing of your mod. Sorry 'bout that. But unfortunately my life has become much more complicated recently, requiring a lot more of my time. Thought I'd let ya know.

Combat Wombat February 10th, 2004 06:44 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Thank you for letting me know Renegade. I am now in much more of a need for Beta Testers than ever before so if anyone is interested go ahead and let me know here.

Renegade 13 February 11th, 2004 01:16 AM

Re: Invasion! Mod Discussion Beta 0.40
 
I actually haven't been able to test it for a while now. But if some time becomes available, I will resume my testing.

Combat Wombat February 11th, 2004 07:46 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Well I still need more Beta Testers. I expect to release Beta 0.29 before next week. Beta Testers will also begin getting updates before they are released to the public.

Combat Wombat February 17th, 2004 07:56 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Well I didn't get Invasion! released on time, some unforseen(well sorta unforseen) events have occured and I will most likely not be able to release the newest Version until next week sometime.

Combat Wombat February 18th, 2004 09:22 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Where is the file for the normal system background?

Fyron February 18th, 2004 09:44 PM

Re: Invasion! Mod Discussion Beta 0.40
 
In a normal install of SE4.

Combat Wombat February 18th, 2004 09:57 PM

Re: Invasion! Mod Discussion Beta 0.40
 
But where is it located in the SE4 folder?

Fyron February 18th, 2004 10:04 PM

Re: Invasion! Mod Discussion Beta 0.40
 
SE4\Pictures\Systems

There are 3 copies, one in that folder and one in each subfolder. Labeled Starmap.bmp.

Combat Wombat February 19th, 2004 03:20 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Beta 0.29 of Invasion! has been released

You need the newest Versions of FQM Deluxe and Image Mod to play properly

Make sure you join the Invasion! PBW game, and please continue to post all ideas, comments, and complaints you have about the mod

Download Mod here


Change List:

Fixed Component(s): Corrected names of Last 2 levels of Phased Point Grid

Fixed Ship(s): Fixed defense bonus for Gunship, Heavy Gunship, Super Dreadnought

Modified Component(s): Tweaked armor balance to fix a small issue

Added Facility: Terraforming Station I-III

Removed Dsgnname Folder and its contents to cut down on file size (You can just download the names off of the Design Names Anthology website)

Added History: An almost complete mod history into the readme file

Added Facility: System Capital Complex

Added Tech Area: 3 more levels are armor for more precise balancing

Added Component(s): Titainum Armor I-III

Added Component(s): Dense Titainum Armor I-III

Added Component(s): Neutron Armor I-III

Added Component(s): Dense Titainum Structural Supports I-III

Added Component(s): Neutron Structural Supports I-III

Modified Component(s): Master Computer I-III

Modified Tech Area: Increased Cost of Ship Construction by 5000 Research Points

Added Picutre(s): Added New Starmap

Atrocities February 19th, 2004 03:38 AM

Re: Invasion! Mod Discussion Beta 0.40
 
http://forum.shrapnelgames.com/images/icons/icon7.gif Downloading it now C_W. http://forum.shrapnelgames.com/images/icons/icon7.gif

Combat Wombat February 19th, 2004 03:48 AM

Re: Invasion! Mod Discussion Beta 0.40
 
I am looking for some Neo-Standard Ship sets to use in Invasion! Anyone willing to let me use one?

Suicide Junkie February 20th, 2004 01:04 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Originally posted by Imperator Fyron:
All that does is copy default images to new images if they don't exist. It doesn't generate any new and different images or anything.
<font size="2" face="sans-serif, arial, verdana">It also gives you a nice graphical indication of which images you've got and which you need (or which you made typos in the name of http://forum.shrapnelgames.com/images/icons/icon12.gif )

Suicide Junkie February 20th, 2004 01:52 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Started playing recently...

Boy there are a lot if smelly irradiated planets around here http://forum.shrapnelgames.com/images/icons/icon7.gif

One bug:
The "Hardened Components" mount is backwards.
Since you are using leaky armor, if you increase the hitpoints of a component, it becomes MORE likely to be destroyed, not less.
Hardening anything except armor will cost you more money, and make your ships become crippled faster.
If this were to cut hitpoints in half instead of increasing them, I'd use it all over my ships http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 20th, 2004 02:02 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Just started playing it Last night. Impressive so far, but man there are a lot of annoying little planets. http://forum.shrapnelgames.com/images/icons/icon12.gif . If I run over a bug, I will be sure to send its dead remains your way COD.

Atrocities February 20th, 2004 02:05 AM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Originally posted by Combat Wombat:
I am looking for some Neo-Standard Ship sets to use in Invasion! Anyone willing to let me use one?
<font size="2" face="sans-serif, arial, verdana">I have a few on my site that are NOT star trek based that you are more than welcome to use. Click the link in my signature. http://forum.shrapnelgames.com/images/icons/icon7.gif

I recommend the Huron, Illuminati, Pyrexia, Ticon, Kealon, Oxmal, and of course the Pandorian.

[ February 20, 2004, 00:06: Message edited by: Atrocities ]

Suicide Junkie February 20th, 2004 02:57 AM

Re: Invasion! Mod Discussion Beta 0.40
 
It seems there isn't much choice for troop weaponry...

I'd ditch those ground cannons, and toss in some along the lines of the following:
1) Small, cheap and weak(per kt) - Regular infantry type stuff.
2) Small, expensive, moderate damage - Heavy infantry weapons. The cost should make it so you build these significantly slower than light infantry weapons, but they pack more punch into the dropship, so they're worth while for offense.

3) Medium, cheap, moderate - Regular tank secondary weapons.
4) Medium, expensive, strong - Better tank secondary weapons, but you can't get as many built. Good for offense where size matters.

5) Large, cheap, strong - Regular tank main gun.
6) Large, expensive, ultimate - Better main gun,
These should be big enough that only 1 fits on most troops. Heavy troops might get two, and if you strip off all the armor you could fit three on an artillery design.

If you load the artillery onto the transport Last, they should be protected from most of the damage by the units that went first. They'll get destroyed very quickly if the front lines fall, and the artillery takes direct fire, since they have no armor.

Combat Wombat February 20th, 2004 05:42 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Thank you for the feedback so far.

I have some ideas for some new troop weapons that I will start workig on soon.

If you dont like small irradiated planets generate a paradise quadrant

Combat Wombat February 25th, 2004 06:45 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Heres what I am planning for Invasion! Beta .30 at this point.

New Troop Weapons: Infantry Scattergun, Infantry Auto-Rifle, Infantry Bolt-Driver, Infantry Sidearm, Infantry Body Armor, Infantry Shoulder Cannon, Infantry Auto Cannon, 150mm Troop DUC, 300mm Troop DUC, 500mm Troop DUC.

New Troop Classes: Fighter, Bomber, 5 Levels of Infantry

Complete Data File Revision to take advantage of changes made in SE4 1.91

Fixing Mount Hardened Component

Also also all the new Infantry weapons should have their own unique pictures

[ February 25, 2004, 17:56: Message edited by: Combat Wombat ]

AMF February 25th, 2004 07:19 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Ok, I have just heard about the Invasion Mod -- in the context of the new patch I was enquiring about cloaked planets -- and I am pretty curious about it. Where can I find a description, specs, current game?

thanks,

Alarik

Combat Wombat February 25th, 2004 07:27 PM

Re: Invasion! Mod Discussion Beta 0.40
 
I have not really thrown together an offical description but every change log is in this thread or it is inside the readme file that comes in the mod folder.

There is a PBW game that is looking for players so it can start. Invasion! is the name of the PBW game and it was started by me Combat Wombat. There are only 2 people in it now and I am hoping to get it to 6-8 before I start.

Wardad February 25th, 2004 07:32 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Quote:

Originally posted by Suicide Junkie:
Started playing recently...

One bug:
The "Hardened Components" mount is backwards.
Since you are using leaky armor, if you increase the hitpoints of a component, it becomes MORE likely to be destroyed, not less.
Hardening anything except armor will cost you more money, and make your ships become crippled faster.
If this were to cut hitpoints in half instead of increasing them, I'd use it all over my ships http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">Oh Boy, inverted logic, I just love it.

Anyway, does this mean you could create an inner/double hull componant that soaks up damage and it gets destroyed first?

[ February 25, 2004, 17:33: Message edited by: Wardad ]

Combat Wombat February 25th, 2004 07:53 PM

Re: Invasion! Mod Discussion Beta 0.40
 
If I understand your question correctly: There isn't a reason that I can think of as to why that woudn't work.

Combat Wombat March 2nd, 2004 07:54 PM

Re: Invasion! Mod Discussion Beta 0.40
 
I am working on a Space Empires website right now. It will mostly just cover news about my mod Invasion! and some general SE4 news. I should have the first Version of it up by tonite.

Combat Wombat March 3rd, 2004 06:13 AM

Re: Invasion! Mod Discussion Beta 0.40
 
The site is up its fairly basic right now, well not as basic as my Last set up http://forum.shrapnelgames.com/images/icons/icon12.gif

http://www.spaceempires.net/files/cw/

Imperial March 3rd, 2004 08:33 PM

Re: Invasion! Mod Discussion Beta 0.40
 
the extra race pack link on that site doesnt work--just a heads up-- http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Combat Wombat March 3rd, 2004 10:44 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Yep, I know thanks though.

I am working on finsihing the extra race pack right now and I hope to have it ready for download soon.

Combat Wombat March 15th, 2004 08:11 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Download location for Invasion! has changed to: http://www.spaceempires.net/cw/Invasion.exe

Also work on the next Invasion! Version and the extra race expansion has been halted until I get my computer back Online.

[ March 15, 2004, 18:14: Message edited by: Combat Wombat ]


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