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Re: Capship Mod
I know... I've seen... but... but... it's... it's... just so MANY of them! Endless lists of engines! Enough engine types to fill a Dyson Sphere!
(The rest STILL looks very good tho.) |
Re: Capship Mod
but why do ALL facilities generate shields AND regenerate them at the same rate? This way, glassing a homeworld will be IMPOSSIBLE...
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Re: Capship Mod
Shield regen and shields-from-damage don't work on planets.
PS: Click "show only latest" |
Re: Capship Mod
Oh and... is it possible for weapons to have multiple damage types? Like, for an Orbital Thermonuclear Scatterpack ("The Evil Ruler's Best Friend." as taken from the sales folder of the Intergalactic Evil Supermarket, 2413.5 (Intergalactic Evil Supermarket is registered trademark of EvilEmporium, Inc.(EvilEmporium, Inc. is a registered trademark of the Microsoft Corporation.))) you could have normal AND conditions damage type, AND perhaps also a Plague (i.e. radiation sickness). Is that possible?
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Re: Capship Mod
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Re: Capship Mod
I use PowerArchiver, which can handle EVERYTHING from zip, rar, cab to BH, and whatnot. It's got a whole list of archive types to use. It is a "Meta-Zipper", and that was not the problem. It's OK now, it works.
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Re: Capship Mod
Nodachi's RAR had no problems at all for me when I opened it in WinRar. Either Power Archiver doesn't fully support RAR format or you had a corrupted download...
And now that I have actually looked at his mod... 500 to 2000 shield points per facility are trivial compared to decent sized fleets. The shield points just prevent you from doing silly things like sending one ship to 10 colonies in one turn and blowing all of them up. On the best of worlds, that is just 60,000 shield points. Have a weapon that does 50 damage, say 4 per ship, and you can get through that in 10 rounds with just 30 ships. Even if someone were to fill a planet with Space Ports (5000 shields each), that would still only be 150,000 shield points, which can be destroyed in 10 rounds with 75 ships. A bit tougher to crack, but quite doable. Especially if you have any stronger weapons available... I am fairly certain that shields do not prevent you from dropping troops on a planet, so you can just drop troops and bypass the shields. |
Re: Capship Mod
Hmmm... and the regeneration? That makes it an all-or-nothing hit... and I probably had a corrupted download. The zip file took about seventeen seconds to download, whereas the rar was done instantly. It now works, tho. And my question still stands: can you make weapons with multiple damage types?
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Re: Capship Mod
And I'm planning to add planetary shielding facilities in Capship too - gonna keep the Ruins shield, and make that one something massive, like the Rebel shield generator on Hoth.
Also, is it possible to create facilities with weapons? Like the Missile Bases in SEIII? |
Re: Capship Mod
No, unfortunately you can't use multiple damage types.
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