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

ZeroAdunn January 24th, 2005 01:16 AM

Re: Carrier Battles Mod
 
Actually, I would set it up so each fighter bay can basicly hold one fighter of the corresponding highest available tech for the bay. That way, you can have two doctorines, either disgorge all your fighters at once, or relly on larger fighter numbers being disgorged in waves.

That is basicly the way it is in my mod, my friend I was playing against developed a tactic where he used massive baseships with hordes of fighters, but instead of ever seeing combat he used long range fighters entered a system launched all his fighters and then various targets in system, with his carriers never even seeing combat.

ZeroAdunn January 24th, 2005 02:05 AM

Re: Carrier Battles Mod
 
Also: in regards to scaling components up and only having certain base components, I love it!

Fyron January 24th, 2005 02:38 AM

Re: Carrier Battles Mod
 
Quote:

Kana said:
Quote:

geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.

Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana

Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.

SE5 will have user definable damage.

Arkcon January 24th, 2005 03:09 AM

Re: Carrier Battles Mod
 
Yeah, that's the thing. Suppose I'm playing standard SE4, and I'm playing with fighters. I try to make attack fighters and interceptors with max engines and 1, maybe 2 tiny antiproton beams. The CAP fighters have the rocket pods, and that leaves space for only one engine, so they stay closer to the carrier. *SIGH* It doesn't matter really, in standard SE4, its hard to get enough fighters on a carrier -- much less enough of two types, and then they combine into groups at random.

But if you mod is inroducing new weapons, engines and propulsion rules, you could fine tune this some more. Give fighters specific anti-ship weapons, and specific anti-fighter weapons, to try to give them individual roles.

Another idea, when you get a halfway working mod. Setup a PBW game around it. That way it stays fresh in people's minds. For example, like with the small ships mod.

ZeroAdunn January 24th, 2005 03:25 AM

Re: Carrier Battles Mod
 
I would also add combat to hit bonuses for smaller ships (escort - destroyer) to represent small antifighter gunboats that support the fighter screens.

Kana January 24th, 2005 04:29 AM

Re: Carrier Battles Mod
 
Quote:

Imperator Fyron said:
Quote:

Kana said:
Quote:

geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.

Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana

Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.

SE5 will have user definable damage.

If I remeber correctly it was the FAQ/instructions for the SE4 Modder by DavidG. I don't remeber seeing it in the Modding Manual, and if you say it isn't in there, then it probably isn't...well that sucks...I'm defintely going to have to wait till SEV comes out then...Bah!!!!

Kana

sachmo January 24th, 2005 11:45 AM

Re: Carrier Battles Mod
 
I would like to play this mod...someday. http://forum.shrapnelgames.com/images/smilies/frown.gif

Suicide Junkie January 24th, 2005 04:12 PM

Re: Carrier Battles Mod
 
An update:

Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.

Been working on some scale issues between C&C, engines and cargo requirements.
More work still to be done, especially on balancing damage vs shields/armor on the 4-way fighters/ships interaction.

douglas January 24th, 2005 04:43 PM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
-10% accuracy per level

Just for that, I would never use the larger mounts unless I had a ridiculously high combat bonuses advantage over all my enemies. With the way combat bonuses work in SEIV, that is much too large a penalty for the larger mounts to be viable unless they give a damage bonus of around +200% to +300% at a minimum for the largest. Yes, that's triple to quadruple damage/space, and even then the largest might not be useful.

Suicide Junkie January 24th, 2005 04:53 PM

Re: Carrier Battles Mod
 
Keep in mind that the ranges are only 2-4 for these capital ship weapons. The zero-point will be in the middle, too.

So the 20 and 40 mm guns should have some chance of hitting fighters, and the 100mm gun should have about 40% to-hit even at the doubled max range.
Also, the additional punch of the big guns will be more effective than it looks, since the captial ships will be using leaky shields. The smaller guns will end up doing no damage to most capital ships, and much of the medium guns' damage will be negated.


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