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-   -   A pirates life for me... (http://forum.shrapnelgames.com/showthread.php?t=2143)

CombatSquirrel October 26th, 2001 01:33 AM

Re: A pirates life for me...
 
Well, I am getting the biggest kick out of both playing it, and figuring out how it works.

There is alot of thought and work in there. And you've changed everything just enough to throw off any "premade" battle plans from the stock game. The subtle changes in component costs alone threw me out of my game at first...

Thanks!

Suicide Junkie October 27th, 2001 04:50 PM

Re: A pirates life for me...
 
Thanks, CS!

1.49 Patch News:
When you come to the point where you are designing a battlemoon, you may be concerned by the fact that there appears to be no Master Computer ability to prevent Virus/Subverter instant captures.

Fear not! The MC ability partly works: you must still install C&C components (B/CQ/LS, or MC), but the hull's built-in ability still prevents Psy-Capture, even if you don't have a component-based MC.

------------------

I was building a BM lately, and I noticed the fact that a CoreMount Planetary Napalm is the size of an entire BattleShip (800KT), and does 45K damage http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Just imagine a Battleship-sized bomb http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif!

Fyron October 27th, 2001 10:16 PM

Re: A pirates life for me...
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
Name := D.U. AutoCannon I
Description := Medium range cannon which rapidly fires small depleted uranium shells.
Pic Num := 155
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 5
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 2
Restrictions := None
General Group := Weapons
Family := 3027
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Projectile Weapons
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Star - Unstable
Ability 1 Descr := +5% accuracy
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Torp
Weapon Display := 22
Weapon Modifier := 5
Weapon Sound := cannon.wav
Weapon Family := 125
<HR></BLOCKQUOTE>

Why does this weapon have the unstable star abilitiy?

------------------
It's not whether you win or lose that counts: it's how much pain you inflict along the way.

Phoenix-D October 27th, 2001 10:25 PM

Re: A pirates life for me...
 
It's used for the description of the + to hit. since it doesn't actually DO anything, it's well-suited to making descriptions.

Phoenix-D

Skulky October 28th, 2001 03:17 AM

Re: A pirates life for me...
 
Random Ideas:

--fighters that can warp, would have other restrictions and the design itself would cost an extreme amount, I have tried this but can't figure out how to make them warp, it isn't an ability but they say that fighters can warp

--mobile bases, i have a design using a satalite as a base

--Detection Station-- level 5 sensor detection, on a small base so it is easy to kill but will be expensive anyway, built in ability, i also have a design on this.

-- a super small unit that has level 4 cloak so only one of the special bases can see it, woul dbe used on deep penetration to drop plauge bombs etc., also i have a design

--A way to do more cool intel projects that would hurt enemy in different ways

--special mines warheads that target only certain things like engines, i know u have tried this before (in ULtimate maybe) but who cares if hte Ai can't use them.

*-*-*-*-*-*-*-*-*-* SPECIAL IDEA

MM would have to hardcode something in or have an editor that would allow AI editing, to create the actual strategies that hte computer uses.

Also, a full blown scenario editor woudl be nice, so far SuicideJunkie with the Homecoming mod is the only scenario i have seen and i still don't know how he makes it work

------------------
Skulky: a lurking manner

Suicide Junkie October 28th, 2001 04:08 AM

Re: A pirates life for me...
 
1) Got it.
In order to warp, they must be tiny ships, can't be targetted by PD, can't be carried... that's an ES http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

2) Got it.
See BattleMoons http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

3) I thought I had it http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
Rather than increase sensor power, I'd make mines scale up in cloak strength as tech proceeds.

4) Need it.
An expensive, weak, invisible ship. Forces the enemy to keep its planets defended. Minefields could deter them though...

5) Hardcode.
Need more intel modding options.

6) Got it.
Tachyon/Ion/NullSpace mines. See P&N http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

-----------

The HomeComing Scenario was a game I played right from turn 1 until I got the plasma instability message.
Playing as a neutral was fun, and now you've got to deal with the consequences http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
For the scenario Messages, I just reverse engineered the Tutorial for.

dogscoff October 28th, 2001 12:05 PM

Re: A pirates life for me...
 
Hi S_J,

Just downnloaded the file attached to your post of the 25th, in order to install P&N 2.4

I unzipped the archive straight into my SEIV folder and now I have the SuicideJunkie'sMods folder with folders in it for 2.3b and 2.3c - no 2.4. Oh, and Matryx's mod launcher doesn't seem to read it all correctly, although I thought he had altered it so that it would...

------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M&gt;M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.

Suicide Junkie October 28th, 2001 04:21 PM

Re: A pirates life for me...
 
From what I heard, I got the impression he had an option to specify the exact directory of a mod.

Lemme D/L it and see...

EDIT:
Ah, yes. The documentation says:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Also, you can now add mods in other directories (i.e. subdirectories)
There are 2 ways of doing this.
1. Click the Add Mod button in the top left corner of the Mod Selector.
The program will prompt you for a directory, and when you click Add it will update itself, and re-launch to show the new mod.
If it doesn’t show up, make sure the Mod Directory is correct!

or

2. Edit a file called ‘extmods.txt’ and place the paths directly in there. One per line

Note, in both cases, the mod must be in a directory relative to SE4
i.e. Pictures/Combat will try to add the se4\pictures\combat directory as a mod.

I have not tested paths outside of SE4 though you should be able to reference them with ‘..\..\mods’ etc.<HR></BLOCKQUOTE>

[This message has been edited by suicide_junkie (edited 28 October 2001).]

Matryx October 29th, 2001 02:56 AM

Re: A pirates life for me...
 
Any news on if this is an actual bug?
does it work.
If not please mail me -&gt;
matryx@matryx.org.uk
I dont have much time to check these Boards anymore but I do have a surprise in store soon (read 2 weeks) http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
(think 3d screensaver style)

------------------
The Unofficial Space Empires 4 Mod Utility V2.0
------------------
Download as a .ZIP &lt;HERE&gt;
Download as a .RAR &lt;HERE&gt;
Download as a .ACE &lt;HERE&gt;
Check a Screenshot of it&lt;HERE&gt;

Check an Alpha Shot of my Mod Editor (Unreleased) &lt;HERE&gt;

Urendi Maleldil October 29th, 2001 05:57 AM

Re: A pirates life for me...
 
In the Path.txt file you have to type SuicideJunkie'sMods\P&N2.3c or something like that. I don't use it that much, does the mod launcher support subdirectories?


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