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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 ? |
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 ] |
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. |
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.
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[ January 28, 2004, 00:31: Message edited by: Imperator Fyron ] |
Re: Invasion! Mod Discussion Beta 0.40
Thanks Fyron, I didn't know that.
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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 |
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 ] |
Re: Invasion! Mod Discussion Beta 0.40
Is this available for download, or are you just teasing us?
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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 ] |
Re: Invasion! Mod Discussion Beta 0.40
Ok, thanks for the info. Looking forward to the latest changes.
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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 |
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. |
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.
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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. |
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 ] |
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 ] |
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.
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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
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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 |
Re: Invasion! Mod Discussion Beta 0.40
That would be very helpful
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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.
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Re: Invasion! Mod Discussion Beta 0.40
*Bump* New changes added onto the Beta 0.29 Change Log
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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.
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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.
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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.
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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.
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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.
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Re: Invasion! Mod Discussion Beta 0.40
Where is the file for the normal system background?
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Re: Invasion! Mod Discussion Beta 0.40
In a normal install of SE4.
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Re: Invasion! Mod Discussion Beta 0.40
But where is it located in the SE4 folder?
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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. |
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 |
Re: Invasion! Mod Discussion Beta 0.40
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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?
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Re: Invasion! Mod Discussion Beta 0.40
Quote:
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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 |
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.
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Re: Invasion! Mod Discussion Beta 0.40
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I recommend the Huron, Illuminati, Pyrexia, Ticon, Kealon, Oxmal, and of course the Pandorian. [ February 20, 2004, 00:06: Message edited by: Atrocities ] |
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. |
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 |
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 ] |
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 |
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. |
Re: Invasion! Mod Discussion Beta 0.40
Quote:
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 ] |
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.
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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.
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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/ |
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
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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. |
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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