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Re: Carrier Battles Mod
A finalized version is now up!
Get it here: http://pbw.cc/Download/filelib/1315/...Battles1.5.zip http://imagemodserver.mine.nu/other/...arrierBattles/ |
Re: Carrier Battles Mod
http://www.shrapnelcommunity.com/thr...?Number=434007
It has been a while, but v1.6 is now ready for PBW games. It features: - Support for JunkyardWars style games (No research, lots of normal tech ruins) - Unique ruins tech to discover. - Allows ring and sphereworlds to be placed using the map editor. - Allows more flexible tech disabling, including separate toggles for Plague Intel and Sabotage intel (as separate from the information gathering) - Efficient workers tweaked; -50% to research - Explosive/Nuclear missile reload rates increased to balance damage factor. - Planetary Bombardment missile damage reduced drastically. - New intro screen |
Re: Carrier Battles Mod
Awesome SJ - I've thoroughly enjoyed CBMod. It has renewed my se4 lust. It withered for a while when JLS disappeared and AIC updates stopped... mainly because vanilla AI is just horrible.
So... thanks for the next installment! |
Re: Carrier Battles Mod
Hmm... those first 2 options make me wonder, should I not have picked the two scavenger traits in the LOTR game?
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Re: Carrier Battles Mod
Yes and no...
If you choose the major trait, the minor one is redundant and a waste of points. No traits gets you nerfed versions of the ruins tech when you colonize the ruins. Scavengers gets you regular ruins tech. Xenoachaeologists gets you beefy versions of the ruins tech. |
Re: Carrier Battles Mod
Oh, OK... I'll redo my empire file taking only one of the traits then! Thanks! Though perhaps you should clarify that in future versions / to the other players...
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Re: Carrier Battles Mod
1 Attachment(s)
Here is an update for you, Ed.
The new v1.6, with some tweaked descriptions. (4 megs) |
Re: Carrier Battles Mod
SJ I am getting a lot AI_General, and Research errors popping up in v1.6.
When you changed the Racial Traits and tech area files you might have caused some collateral damage to the AI files. http://forum.shrapnelgames.com/images/smilies/frown.gif Also do you mind if I work on a modified version of your mod? Just something that I wanted to play around with and if I can get it too work I would like to post it, with your permission. |
Re: Carrier Battles Mod
I also found a spacing error in the components file right above Steel Armor Plating.
The missing Tech Area tech is Solid Shields. The missing Racial Trait is Hardy Industrialists. |
Re: Carrier Battles Mod
I wanted to try out that Subspace idea I had and your mod seemed like the best way to go.
This is what I have done. (I have not updated the research file yet, but I will) Added Two New Racial Traits: Subspace Warfare Tech Area 100 Description: Technology that allows ships to slip into subspace thus rendering them nearly invisible. Electronic Warfare Tech Area 101 Description: Gives technology that can detect ships hidding in subspace. Added Two New Technologies Subspace Warfare Max Lv 3 Electronic Warfare Max Lv 3 (Requires Automation Lv 6) Added Three New Hulls Subspace Attack Ship Description: Fast attack subspace ship. Subspace ISBM Carrier Description: Slower moving ship that can carry Inter-Stellar Ballistic Missile ISBM Description: Inter-Stellar Ballistic Missile Added New Components: Phalanx Torpedo I - III Skips Shields and Armor Description: A devastating powerful torpedo used by subspace ships against other ships. NOTE: Require a mount. Has a reload rate of 3, Restriction of 4 per ship, and is exclusive to the subspace ships ISBM Launcher Description: Launches ISBM's into space NOTE: Cargo of 100kt (Enough for 1 ISBM) ISBM Guidance System ISBM Engine ISBM Warhead I - III Description: Large nuclear warhead which will cause massive damage when it hits an enemy planet. NOTE: Dam 500, 700, 1000 at range 1 only SUB NOTE: ISBM can only have one warhead. Electronic Sensors Description: Advanced sensors which scans all electro-magnetic bands to detect ships hidden ships in subspace. NOTE: Requires mount. Only a Destroyer can use it. Can detect Lv 6 EM. Subspace Charge I - III Skips Armor Description: Subspace charges are used against ships hidden in subspace. They can also damage ships in normal space. NOTE: Reload rate 2, damage 25,25,25 - 25,25,25,25 - 25,25,25,25,25, Requires Mount and can only be mounted on a Destroyer Added New Mounts: Phalanx Torpedo Mount Description: Mount scales Phalanx Torpedo for use with Subspace Attach Ship Phalanx Torpedo Mount Description: Mount scales Phalanx Torpedo for use with Subspace ISBM Carrier ISBM Launcher Mount Description: Mount scales ISBM Launcher to fit on Subspace ISBM Carrier. Electronic Sensors Mount Description: Mount scales Electronic Sensors component to fit onto a Destroyer hull. Subspace Charge Mount Description: Mount scales Subspace Charge to fit onto a Destroyer hull. |
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