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-   -   Invasion! Beta Discussion (http://forum.shrapnelgames.com/showthread.php?t=11143)

Combat Wombat July 6th, 2004 05:30 PM

Re: Invasion! Mod Discussion Beta 0.40
 
Invasion! 2nd Wave had started. Get building guys!

Combat Wombat July 11th, 2004 09:20 PM

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.

Combat Wombat July 20th, 2004 01:22 AM

Re: Invasion! Mod Discussion Beta 0.40
 
*Bump*

Ragnarok-X August 19th, 2004 11:51 AM

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 !!

Combat Wombat January 1st, 2005 12:34 AM

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

Combat Wombat January 1st, 2005 04:46 PM

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?

Ragnarok-X January 1st, 2005 05:47 PM

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..

Combat Wombat January 1st, 2005 05:57 PM

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.

Ragnarok-X January 1st, 2005 06:02 PM

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.

Combat Wombat January 1st, 2005 06:15 PM

Re: Invasion! Mod Discussion Beta 0.41
 
Quote:

Ragnarok-X said:
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.

Well the propulsion system has been fixed in 0.41 and the release date will be January 18th and a new PBW game will begin shortly after that.

Combat Wombat January 2nd, 2005 07:46 PM

Re: Invasion! Mod Discussion Beta 0.41
 
Space Monsters are now a playable race in Invasion!

XenoTheMorph January 3rd, 2005 07:42 AM

Re: Invasion! Mod Discussion Beta 0.41
 
Quote:

Combat Wombat said:
Space Monsters are now a playable race in Invasion!

That sounds interesting! http://forum.shrapnelgames.com/images/smilies/happy.gif
you might need to flesh out the components a little.

Combat Wombat January 6th, 2005 10:48 PM

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.

Combat Wombat January 7th, 2005 08:13 PM

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?

Captain Kwok January 9th, 2005 09:42 PM

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.

Combat Wombat January 12th, 2005 10:52 AM

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.

Combat Wombat January 16th, 2005 02:48 AM

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

Combat Wombat January 18th, 2005 02:29 AM

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.

Atrocities January 18th, 2005 05:21 AM

Re: Invasion! Beta 0.41 Released!
 
AWSOME. http://forum.shrapnelgames.com/images/smilies/happy.gif

Combat Wombat January 19th, 2005 10:56 AM

Re: Invasion! Beta 0.41 Released!
 
Yep it is http://forum.shrapnelgames.com/images/smilies/happy.gif

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.

Atrocities January 20th, 2005 01:57 AM

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

Ed Kolis January 20th, 2005 02:27 PM

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

Combat Wombat January 20th, 2005 06:52 PM

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.

Ed Kolis January 20th, 2005 08:57 PM

Re: Invasion! Beta 0.41 Released!
 
It said "0, 2000, 3000, 5000" http://forum.shrapnelgames.com/image...ies/tongue.gif

Combat Wombat January 21st, 2005 06:20 PM

Re: Invasion! Beta 0.41 Released!
 
Thats weird, I will get it fixed then thank you for telling me.

Caduceus January 22nd, 2005 05:56 PM

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..

Combat Wombat January 22nd, 2005 08:34 PM

Re: Invasion! Beta 0.41 Released!
 
Thanks and make sure you join the new Invasion! PBW game.

Caduceus January 24th, 2005 03:39 PM

Re: Invasion! Mod Discussion Beta 0.41
 
Joined the game... Who else is out there?

Combat Wombat February 26th, 2005 10:43 PM

Re: Invasion! Mod Discussion Beta 0.41
 
Alright everyone the Invasion! PBW game has started. Get those turns uploaded.

Combat Wombat May 8th, 2005 06:15 PM

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

Combat Wombat May 17th, 2005 01:46 AM

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.

Combat Wombat September 6th, 2005 07:42 PM

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.

Strategia_In_Ultima September 8th, 2005 07:29 AM

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?

Captain Kwok September 8th, 2005 10:06 AM

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

Combat Wombat September 8th, 2005 11:44 AM

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.

Combat Wombat September 10th, 2005 01:16 PM

Re: First draft of Invasion! Beta 0.50 is ready!
 
Invasion! Beta 0.50 has been released!

You can find out all of the information here

Caduceus September 22nd, 2005 12:57 PM

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?

Combat Wombat September 22nd, 2005 02:49 PM

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

Emperor's Child September 23rd, 2005 10:24 PM

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...

Combat Wombat September 23rd, 2005 10:37 PM

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

Emperor's Child September 23rd, 2005 11:08 PM

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

Combat Wombat September 24th, 2005 03:44 AM

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

Emperor's Child September 24th, 2005 07:42 AM

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.

Ragnarok-X September 24th, 2005 08:30 AM

Re: First draft of Invasion! Beta 0.50 is ready!
 
You can always just withdraw and rejoin.

douglas September 24th, 2005 08:51 AM

Re: First draft of Invasion! Beta 0.50 is ready!
 
Quote:

Combat Wombat said:
Those are done that way because they look best in that order when you are using the default monster shipset

That is a problem with the shipset, and should be fixed by changing the shipset, not by compensating for it in the mod.

Emperor's Child September 24th, 2005 10:48 AM

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.

Combat Wombat September 29th, 2006 09:11 PM

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.

Combat Wombat April 22nd, 2008 03:17 AM

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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