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Re: Invasion! Mod Discussion Beta 0.40
Invasion! 2nd Wave had started. Get building guys!
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Re: Invasion! Mod Discussion Beta 0.40
Invasion! 2nd Wave needs a new player, we haven't even finished the second turn so you will be able to build the empire however you want it.
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Re: Invasion! Mod Discussion Beta 0.40
*Bump*
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Re: Invasion! Mod Discussion Beta 0.40
hey
whats happening with the first game ? The latest turn is due since at LEAST a week, and all recent turns took several days, if i remember right always because of the same player. If you dont get the game going i have to leave and join another game !! |
Invasion! Mod Discussion Beta 0.41
Current Change List for Invasion Beta 0.41(Also the largest ammount of changes for any Version)
(Current release date is early in the new year) Added Tech(s): Advanced Ship Construction Added Unit(s): 11 new advanced ship hulls Fixed problem in events file where events were not in the correct order Fixed Ion Engine III Boosted all bonus movement for all engine reactors Made it more profitable to scrap facilitys and ships Made it cheaper to mothball ships Balanced PPBs Buffed Laser Damage Slightly Ship Construction cost lowered 50% Base Construction cost lowered 25% Removed Engine Mounts until a proper fix can be created for the exploit Added Component(s): Large Cargo Bay I-III Added Component(s): Phase Shift Cargo Bay Added Tech(s): Cargo Storage IV Removed Component(s): Quantum Reactor Modified Component(s): Supply Storage to Fuel Storage Tank Modified Component(s): Emergency Resupply Pod to Reserve Energy Cell Modified Component(s): Emergency Propulsion to Solid Fuel Engine Modified Component(s): Quantum Engine Reactor to Zero Point Engine Reactor Fixed Component(s): Omni-Colony(description had a mistake) Added Component(s): Large Fuel Storage Tank I-III Modified Component(s): Stellar Nucleonic Torpedo to Sun Slayer Torpedo Modified Component(s): Beta Displacement Pulser to Tempest Dissipation Pulser Modified Component(s): Ionic Concussion BLaster to Tempest Creation BLaster Modified Component(s): Stellar Plasma Sphere to Stellar Condenser Sphere All ship components that store fuel now have the ability to cause damage if you choose to have your ship ram an enemy Added Component(s): Chemical Laser I-V Added Component(s): Massive Chemical Laser Modified Unit(s): Colony Slug Ship to Generation Ship Added Tech(s): Infantry Modified Tech(s): Troops to Heavy Armor Removed Tech(s): Heavy Armor V Added Unit(s): Police, Grunt, Special Forces, Mech Infantry Modified Component(s): Solar Collector to Solar Panel, also changed tech req to allow use at start of game Added Tech(s): Basic Stellar Harnessing Added Component(s): Advanced Solar Panel I-III Fixed Tech(s): Rune Techs no longer show up as projects you can research Added New Intro.bmp(old ones still available in folder) Added New Happiness.txt traits including: Masochistic, Choleric, Multicultural, Collective, Berzerkers, Stoic, Explorer, Isolationist(Thanks Fyron) Added Component(s): Cargo Expander I-III Added Extra Combat Movement to Fighter Engines Added Unit(s): Space Walker Added Component(s): Airlock Added Component(s): Squadron Bay I-III Added Event(s): When Pigs Fly(with a image too!) Added alot of new Emperor Titles Halved size of all remote resource gathering components Fixed problems in the intro.bmp Split Ship Construction into: Combat Ship Construction, Colony Ship Construction, and Transport Ship Construction Finished giving every unit and ship a description Modified Component(s): Combat Sensor I-III to Targeting Sensor I-III Updated data files for use with FQM Deluxe v2.09 Updated shipsets and cleaned out useless Ai files Changed Monster Tech to Monster Evolution Removed AI only mounts in CompEnhancement.txt Added Monster Unit(s): Spawn Added Monster Component(s): Exposive Sac Wrote Generic Space Monster Rules for PBW.txt Added FAQ.txt Added Empires folder Added Example Space Monster race Cleared out old Space Monster AI files. Updated descriptions for Monster Habitat I-II This Version allows ships to be much faster than previous Version which will make many of you happier, also as you can see for the change list the cost of ship construction has been reduced greatly. Any questions on what any of these changes actually mean go ahead and post them. Edit: Updated List |
Re: Invasion! Mod Discussion Beta 0.41
I need some honest feedback about what everyone thinks of Invasion!
If you play it, what about it do you like and dislike? If you don't play it, what made you stop or never even start? |
Re: Invasion! Mod Discussion Beta 0.41
Instead of posting here, you should think about why both invasion pbw games are on hold since about 2 month. You can mail the player who participate. Dont expect much feedback here..
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Re: Invasion! Mod Discussion Beta 0.41
The reason those games are on hold is because of the problems with the Version of the mod they are using, many of those problems cannot be fixed without making the savegames uncompatible. So the games are on hold because you among other players have made compalints about these problems in the mod and since continued play under these conditions is unacceptable the games will restart once this Version is complete.
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Re: Invasion! Mod Discussion Beta 0.41
Well, unfortunally MY complains about shipspeed were posted about 8 weeks BEFORE the game was "stopped". In the meantime i was able to aquire solarsails III and my ships were finally moving at all, with colonyships having speed 6. Thats why i feel quite pissed, especially because the empire had a small edge.
Anyways, i hadnt any complains except the propulsion system. |
Re: Invasion! Mod Discussion Beta 0.41
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Re: Invasion! Mod Discussion Beta 0.41
Space Monsters are now a playable race in Invasion!
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Re: Invasion! Mod Discussion Beta 0.41
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you might need to flesh out the components a little. |
Re: Invasion! Mod Discussion Beta 0.41
If anyone has any questions that they would like answered in a FAQ please post them so they can be added to the FAQ file so everyone can benifit from them.
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Re: Invasion! Mod Discussion Beta 0.41
Does anyone know if the .wav files used by the game need to be in a certin format to work?
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Re: Invasion! Mod Discussion Beta 0.41
No. But if you are adding new sound effects, I would just save them as 16-bit stereo .wavs as the current files are. It saves space, especially if you are using better quality .wav files from other games.
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Re: Invasion! Mod Discussion Beta 0.41
A new Invasion! is going to begin on the 18th go here to reserve your spot:
http://www.spaceempires.net/home/ It is currently the second news item from the top. |
Re: Invasion! Mod Discussion Beta 0.41
Finalized Invasion! 0.41 Changelist
Planned Release Date: Tuesday January 18th Beta 0.41 Added Tech(s): Advanced Ship Construction Added Unit(s): 11 new advanced ship hulls Fixed problem in events file where events were not in the correct order Fixed Ion Engine III Boosted all bonus movement for all engine reactors Made it more profitable to scrap facilitys and ships Made it cheaper to mothball ships Balanced PPBs Buffed Laser Damage Slightly Ship Construction cost lowered 50% Base Construction cost lowered 25% Removed Engine Mounts until a proper fix can be created for the exploit Added Component(s): Large Cargo Bay I-III Added Component(s): Phase Shift Cargo Bay Added Tech(s): Cargo Storage IV Removed Component(s): Quantum Reactor (I ended up adding it back in and removed the Zero-Point Energy Reactors unlimited supply ability) Modified Component(s): Supply Storage to Fuel Storage Tank Modified Component(s): Emergency Resupply Pod to Reserve Energy Cell Modified Component(s): Emergency Propulsion to Solid Fuel Engine Modified Component(s): Quantum Engine Reactor to Zero Point Engine Reactor Fixed Component(s): Omni-Colony(description had a mistake) Added Component(s): Large Fuel Storage Tank I-III Modified Component(s): Stellar Nucleonic Torpedo to Sun Slayer Torpedo Modified Component(s): Beta Displacement Pulser to Tempest Dissipation Pulser Modified Component(s): Ionic Concussion BLaster to Tempest Creation BLaster Modified Component(s): Stellar Plasma Sphere to Stellar Condenser Sphere All ship components that store fuel now have the ability to cause damage if you choose to have your ship ram an enemy Added Component(s): Chemical Laser I-V Added Component(s): Massive Chemical Laser Modified Unit(s): Colony Slug Ship to Generation Ship Added Tech(s): Infantry Modified Tech(s): Troops to Heavy Armor Removed Tech(s): Heavy Armor V Added Unit(s): Police, Grunt, Special Forces, Mech Infantry Modified Component(s): Solar Collector to Solar Panel, also changed tech req to allow use at start of game Added Tech(s): Basic Stellar Harnessing Added Component(s): Advanced Solar Panel I-III Fixed Tech(s): Rune Techs no longer show up as projects you can research Added New Intro.bmp(old ones still available in folder) Added New Happiness.txt traits including: Masochistic, Choleric, Multicultural, Collective, Berzerkers, Stoic, Explorer, Isolationist(Thanks Fyron) Added Component(s): Cargo Expander I-III Added Extra Combat Movement to Fighter Engines Added Unit(s): Space Walker Added Component(s): Airlock Added Component(s): Squadron Bay I-III Added Event(s): When Pigs Fly(with a image too!) Added alot of new Emperor Titles Halved size of all remote resource gathering components Fixed problems in the intro.bmp Split Ship Construction into: Combat Ship Construction, Colony Ship Construction, and Transport Ship Construction Finished giving every unit and ship a description Modified Component(s): Combat Sensor I-III to Targeting Sensor I-III Updated data files for use with FQM Deluxe v2.09 Updated shipsets and cleaned out useless Ai files Changed Monster Tech to Monster Evolution Removed AI only mounts in CompEnhancement.txt Added Monster Unit(s): Spawn Wrote Generic Space Monster Rules for PBW.txt Added FAQ.txt Added Empires folder Added Example Space Monster race Cleared out old Space Monster AI files. Updated descriptions for Monster Habitat I-II Lowered Ship Construction cost again so the multiple lines of research would be balanced. Added an Invasion! Icon file for use in the future. Added 38 Brand New Sounds, many of which will be used for the Space Monsters there sounds are included in the Sound Mod Pack created by Fyron and I Rebalanced Leaky Shields and Armor Lowered ammount of supplies generated by solar panels Gave Solar Sails the armor ability so they are destroyed first Fixed description mistake in Expert Engineering Team component Raised Cost of Cargo Tech Area slightly |
Re: Invasion! Mod Discussion Beta 0.41
Invasion! Beta 0.41 Has Been Released
Download Invasion! 0.41 here: http://www.spaceempires.net/cw/Invasion.rar This Version has more changes than any previous Version. Important Notes: Uncompatiable with previous Versions, you need FQM Deluxe and Image Mod and the new Sound Mod to play properly. There us now a very limited FAQ included and a basic layout of rules concerning the use of Space Monster as a playable race. Change Log: Uncompatiable with previous Versions Added Tech(s): Advanced Ship Construction Added Unit(s): 11 new advanced ship hulls Fixed problem in events file where events were not in the correct order Fixed Ion Engine III Boosted all bonus movement for all engine reactors Made it more profitable to scrap facilitys and ships Made it cheaper to mothball ships Balanced PPBs Buffed Laser Damage Slightly Ship Construction cost lowered 50% Base Construction cost lowered 25% Removed Engine Mounts until a proper fix can be created for the exploit Added Component(s): Large Cargo Bay I-III Added Component(s): Phase Shift Cargo Bay Added Tech(s): Cargo Storage IV Removed Component(s): Quantum Reactor (I ended up adding it back in and removed the Zero-Point Energy Reactors unlimited supply ability) Modified Component(s): Supply Storage to Fuel Storage Tank Modified Component(s): Emergency Resupply Pod to Reserve Energy Cell Modified Component(s): Emergency Propulsion to Solid Fuel Engine Modified Component(s): Quantum Engine Reactor to Zero Point Engine Reactor Fixed Component(s): Omni-Colony(description had a mistake) Added Component(s): Large Fuel Storage Tank I-III Modified Component(s): Stellar Nucleonic Torpedo to Sun Slayer Torpedo Modified Component(s): Beta Displacement Pulser to Tempest Dissipation Pulser Modified Component(s): Ionic Concussion BLaster to Tempest Creation BLaster Modified Component(s): Stellar Plasma Sphere to Stellar Condenser Sphere All ship components that store fuel now have the ability to cause damage if you choose to have your ship ram an enemy Added Component(s): Chemical Laser I-V Added Component(s): Massive Chemical Laser Modified Unit(s): Colony Slug Ship to Generation Ship Added Tech(s): Infantry Modified Tech(s): Troops to Heavy Armor Removed Tech(s): Heavy Armor V Added Unit(s): Police, Grunt, Special Forces, Mech Infantry Modified Component(s): Solar Collector to Solar Panel, also changed tech req to allow use at start of game Added Tech(s): Basic Stellar Harnessing Added Component(s): Advanced Solar Panel I-III Fixed Tech(s): Rune Techs no longer show up as projects you can research Added New Intro.bmp(old ones still available in folder) Added New Happiness.txt traits including: Masochistic, Choleric, Multicultural, Collective, Berzerkers, Stoic, Explorer, Isolationist(Thanks Fyron) Added Component(s): Cargo Expander I-III Added Extra Combat Movement to Fighter Engines Added Unit(s): Space Walker Added Component(s): Airlock Added Component(s): Squadron Bay I-III Added Event(s): When Pigs Fly(with a image too!) Added alot of new Emperor Titles Halved size of all remote resource gathering components Fixed problems in the intro.bmp Split Ship Construction into: Combat Ship Construction, Colony Ship Construction, and Transport Ship Construction Finished giving every unit and ship a description Modified Component(s): Combat Sensor I-III to Targeting Sensor I-III Updated data files for use with FQM Deluxe v2.09 Updated shipsets and cleaned out useless Ai files Changed Monster Tech to Monster Evolution Removed AI only mounts in CompEnhancement.txt Added Monster Unit(s): Spawn Wrote Generic Space Monster Rules for PBW.txt Added FAQ.txt Added Empires folder Added Example Space Monster race Cleared out old Space Monster AI files. Updated descriptions for Monster Habitat I-II Lowered Ship Construction cost again so the multiple lines of research would be balanced. Added an Invasion! Icon file for use in the future. Added 38 Brand New Sounds, many of which will be used for the Space Monsters there sounds are included in the Sound Mod Pack created by Fyron and I Rebalanced Leaky Shields and Armor Lowered ammount of supplies generated by solar panels Gave Solar Sails the armor ability so they are destroyed first Fixed description mistake in Expert Engineering Team component Raised Cost of Cargo Tech Area slightly And of course if you have any comments or questions you can post them here. Also this post marks my 1 year anniversery of being a member of this wonderful Online community from my first post here to this one it has been alot of fun. I hope everyone enjoys this Version of Invasion! as much as I have testing it. Soon I will begin a new offical Invasion! PBW game and I invite everyone to join. |
Re: Invasion! Beta 0.41 Released!
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Re: Invasion! Beta 0.41 Released!
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Even better is the fact that the new Invasion! PBW game is now starting! Everyone that wants to play as a monster better grab a spot fast. http://forum.shrapnelgames.com/images/smilies/happy.gif It's going to be alot of fun. |
Re: Invasion! Beta 0.41 Released!
You'll find that modding can consum your life. Be warned. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Invasion! Beta 0.41 Released!
OK, so how many racial points do we get in this PBW game? I'm itching to make my .emp file but that's holding me back http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Invasion! Beta 0.41 Released!
5000, you should read the game description in PBW. Also make sure you read the Monsters rules text file included in Invasion! also 0.41 came with a 5000 point monster template race if you want to use that as a base.
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Re: Invasion! Beta 0.41 Released!
It said "0, 2000, 3000, 5000" http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Invasion! Beta 0.41 Released!
Thats weird, I will get it fixed then thank you for telling me.
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Re: Invasion! Beta 0.41 Released!
CW - I am working with the new Invasion mod - found a few typos - I will send them to you PM..
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Re: Invasion! Beta 0.41 Released!
Thanks and make sure you join the new Invasion! PBW game.
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Re: Invasion! Mod Discussion Beta 0.41
Joined the game... Who else is out there?
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Re: Invasion! Mod Discussion Beta 0.41
Alright everyone the Invasion! PBW game has started. Get those turns uploaded.
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Invasion! Beta 0.46 has been released!
Invasion! Beta 0.46
It can be downloaded here: http://www.secenter.org/Invasion.rar This is the first full public release since Beta 0.41 All of the beta testers have been hard at work finding all of the bugs and I feel we have reached a point where a full release is in order. Change List: Beta 0.46 Removed warhead weapon abilities from supply storage items Rebalanced some hull sizes Changed Point Defense Cannon reload rate to 2 Changed Wave Motion Gun reload rate to 2 Changed Planetary Napalm 3x damage and 15 reload rate Changed Small Cluster Bombs 3x damage and 15 reload rate Updated Planetary Cloaking Device description to reflect SE4 1.91 abilities Raised starting tech level for many areas Added Warp Weapons to the tech requirement for Quantum Warp Missiles Updated modinfo.txt, FAQ.txt, and Generic Space Monster Rules for PBW.txt Took full damage for Chemical and Massive Chemical Lasers out to full range Fixed typo in Temporal Space Yard II Renamed a few things and lots of other small changes Beta 0.45, 045a Gave monsters ECM & Combat Sensor Abilities Gave the monster armor and skin the ability to block engine destroying weapons Finally implemented the Monster Yard Beta 0.44, 0.44a Rebalanced Monster Facilities Rebalanced Monster Components Rebalanced Monster Hulls Fixed Neural Core Upgrade Problem Raised Monster Evolution Cost Raised Shield Points on Massive Planetary Shield Raised Shield Points of System Capital Complex Fixed Chemical Laser Raised Population Hit Points Lowered Cost to Upgrade Facilities Beta 0.43 Fixed Component(s): Shield Generators Raised Movement of Monsters Fixed Light Colony Ship Short Name Fixed Roman Numeral on Titanium Armor II and on many other armor components Fixed Cost of Monster Shields Beta 0.42 Updated Monster rules text file so it now allows the use of natural merchants Changed Monster Cloak so it uses normal cloaking abilities Changed Monster PD so it cannot be used on drones Fixed Chemical Lasers being in the wrong component family Fixed monster PD and Neural Core having the same image Raised Cost of Monster Evolution Major Monster rebalance changes to numerous to list Lower points generated by Science Lab and intelligence counterpart components |
Re: Invasion! Beta 0.46 has been released!
*bump*
Also I am looking for a replacement player for the Invasion! PBW game. If you are interested post here. |
First draft of Invasion! Beta 0.50 is ready!
Here is the first draft of Invasion! Beta 0.50
http://www.secenter.org/Invasion050Dev.rar Please post any suggestions or problems you find. |
Re: First draft of Invasion! Beta 0.50 is ready!
Why did you remove the warhead ability from supply comps? Also, I thought you'd only be using self-extracting RARs?
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Re: First draft of Invasion! Beta 0.50 is ready!
Perhaps this might be a good time to update your website. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: First draft of Invasion! Beta 0.50 is ready!
I did update the website kwok http://forum.shrapnelgames.com/image...ies/tongue.gif
Strategia the warhead abilities on the supply comps was messing up the AI in combat so they had to be removed http://forum.shrapnelgames.com/images/smilies/frown.gif I can make the next rar self extracting if you need it to be. |
Re: First draft of Invasion! Beta 0.50 is ready!
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Re: First draft of Invasion! Beta 0.50 is ready!
What's the final word, CW?
Is the first Invasion! game done? Are there slots in the second Invasion! game? |
Re: First draft of Invasion! Beta 0.50 is ready!
The current game is basically over, it will be deleted soon.
There is still open space in the new game everyone is welcome to join. Final Draft of Invasion! Beta 0.50 is available here: http://www.secenter.org/Invasion050.exe |
Re: First draft of Invasion! Beta 0.50 is ready!
I'm looking over your space monsters and want a pulse check on my take:
They can't colonize, but they start out stronger and can build quicker than other players can at first. They also start out with ships with unlimited range, so could possiby reach waaaaay out and touch you... It looks like they are a Harassment type of race that can't expand beyond their home system(s), but are a bloody mess to have next to your newly starting race, right? My guess is that they are strong until the mid game when other (surviving) players get fleets large enough to extermiante the monster nest systems. Is this about how they play? I can't really see a winning economic model for this race other than a early-game crush of the local opponents. I'm also curious if it was intnetional to keep them vulnerable to boarding or mental subverters...why not make the nural cores master computers? Seems pretty silly to have a big bad space monster as pets... |
Re: First draft of Invasion! Beta 0.50 is ready!
The boarding party weakness is a small error but will be fixed in the next patch. Monsters can stay powerful throughout ther whole game you just need to play them correctly. Also with the psysic trait monsters can take enemy ships and in theory colonize if you want to spend you points like that
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Re: First draft of Invasion! Beta 0.50 is ready!
Also noted the following minor bug:
In the vehicle definitions file, the picures of the Monster ships are out of order to the size of the vehicle constructed. The Monster level 1 hull has the Lt cruiser picture, ML2 - destroyer pic Ml3 - Cruiser pic ML4 - Battleship pic ML5 - Worldship pic ML6 - Battlecruiser pic I'd recommend the following order: ML1 - Destroyer pic; ML2 - Lt Cruiser ML3 - Cruiser ML4 - Battlecruiser ML5 - Battleship ML6 - Worldship |
Re: First draft of Invasion! Beta 0.50 is ready!
Those are done that way because they look best in that order when you are using the default monster shipset
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Re: First draft of Invasion! Beta 0.50 is ready!
I guessed as much, but shouldn't the default monster pictures just be re-arranged in the order you like? That way people loading up alternate monster shipsets will have them work the way they expect. I've just uploaded a monster shipset I knocked tother (the jellies), got my empire file in, and now find out that the ships will be viewing in the wrong sequence. I'd been testing out the mod's monster race using the stock monster shipset so I didn't notice it beforehand.
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Re: First draft of Invasion! Beta 0.50 is ready!
You can always just withdraw and rejoin.
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Re: First draft of Invasion! Beta 0.50 is ready!
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Re: First draft of Invasion! Beta 0.50 is ready!
Exactly. I don't mind re-doing my shipset, but I just thought that you'd want to fix the shipset instead of wrap the mod. Nevertheless, I've already loaded the new shipset in and have withdrawn and re-applied to the game.
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Re: First draft of Invasion! Beta 0.50 is ready!
Ok the time has come! Invasion! Deluxe is coming to a close quickly, Sivran has wiped 3 normals and is soon to be moving against the rest. So one way or another the game will be over soon.
So the question I have is there any interest for another Invasion! game? I will most likely be working on a updated version for a new game to fix the few remaining bugs that have been discovered and reorganiznig some data files. |
Invasion! Beta 0.60 Released
You can download it here
Beta 0.6 marks a large step for the mod with the addition of complete working AI for normal and monster races. It also does a fair ammount of monster balacing to address issues that had shown up in the now defunct pbw games I was running. Multiplex tracking has been changed a bit, all hulls have a base tracking ammount this ammount can only be increased by turning over control of the ship to a Master Computer. Also I have tried to push each hull size closer to having a more specific role. As usual the mods needs Image Mod and Sound Mod to work properly Beta 0.6 Added complete working TDM based AI thanks to bearclaw Tweaked Engine Destorying Weapons Increased Mines/Sats per sector per player Greatly reduced damage of shield component destroying weapons to prevent exploiting Added 10th rule to Generic Space Monster Rules.txt Added 5th level of Monster PD Lowered Monster research and construction slightly Made Bio Electric Field have two levels Made Monster Neural Core two levels Tonnage changes to all levels of Master Computer Slightly raised armor research cost Increased size of worldships to better reflect how large they are Increased size of worldship size carriers to better reflect how large they are Changed maintence reduction on world base to 90% Changed Superbeast defense bonus Changed Monster Berzerk II Changed Solar and Advanced Solar Panels Moved Multi-Plex Tracking ability to hulls Replaced Combat Support tech area with Electromagnetic Counter Measures Added multiplex tracking ability to Master Computers Gave ship hulls more specific roles Added Targeting Computer Reduced Resupply tech area to three levels Changed Depleted Uranium Cannon to Depleted Uranium Railgun Added new Empire Types Added Armor AI tags Fixed Transport size issue Cleaned up a number of AI issues Reduced overall filesize of mod by a considerable margin |
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