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

Seik August 12th, 2005 12:03 PM

Re: Carrier Battles Mod
 
http://forum.shrapnelgames.com/images/smilies/wink.gif

Yes, it's incredible what SJ did with our good old SE4! http://forum.shrapnelgames.com/images/smilies/laugh.gif Nearly everything has changed, strategies developed over years will not function in his universe.
But I really like what I saw so far!

Kana August 12th, 2005 06:58 PM

Re: Carrier Battles Mod
 
Bug Report

Version 1.0f

Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...

Kana

Will August 12th, 2005 07:38 PM

Re: Carrier Battles Mod
 
Yeah, CBM looks very interesting. It's kinda stripped down, except with the propulsion, projectile weapon, and missile areas. And I've barely scratched the surface with the few hours I spent going over Puke's spot.

I kinda get the feeling that his/my empire won't be the biggest once the fighting starts. Definitely gonna take some getting used to... especially since I haven't played against a human since... version circa 0.6x. http://forum.shrapnelgames.com/images/smilies/shock.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Suicide Junkie August 12th, 2005 07:44 PM

Re: Carrier Battles Mod
 
Quote:

Kana said:
Bug Report
...
Capital Ship Missile III - Damage is Normal
All other CSM are Quad Damage to Shields...

Yep. Looks like another full round of mod updates for Eorg to install http://forum.shrapnelgames.com/images/smilies/laugh.gif

Fyron August 20th, 2005 07:56 PM

Re: Carrier Battles Mod
 
Have you actually tested the pollution setup? I have seen no decrease in conditions after several hundred turns. I increased the settings to -10 on the facilities, no change. -100, no change. -300, no change.

Suicide Junkie August 21st, 2005 09:21 PM

Re: Carrier Battles Mod
 
Bah, that sucks.
I thought it worked... http://forum.shrapnelgames.com/images/smilies/frown.gif

Suicide Junkie September 22nd, 2005 03:14 AM

Re: Carrier Battles Mod
 
1 Attachment(s)
Attached is a UI update for any version of CBmod (extract to the CBmod folder, not the SE4 folder)

Tell me what you think!

Emperor's Child September 22nd, 2005 09:10 AM

Re: Carrier Battles Mod
 
I saw a few bugs when looking over the CB files (v1.3):

In the intel projects file:

Order Snafu (80% stealth) is set only to read the first of the 5 target message lines. Recommend changing the number target messages value to 5.

I also thought that the large cargo bomb should be detected since you get the 100% stealth small cargo bomb at the same level. Seemed out of sequence to me.

In the vehicle size file:

The battlefortress has the ability "combat to hit defense minus" entered twice, one at 50%, the other at 40%. I’m pretty sure that one of those should have been a combat to hit offence plus since the battle fortress does not have any defined, but the 2 small fortresses do have this.

Suicide Junkie September 23rd, 2005 02:37 AM

Re: Carrier Battles Mod
 
Fixed.

Time to make more work for Eorg http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities September 23rd, 2005 04:31 AM

Re: Carrier Battles Mod
 
I want more. I want super powerful carriers that are hard to kill. I want carriers to become the center of the fleet and fighters the focus. I want my fighters to be like real world fighter in that they are a weapon platform and the carrier is their home. Carriers are easy to kill in SEIV but in RL they are a ***** to take out. I want more.


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