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

Suicide Junkie November 11th, 2005 07:23 PM

Re: Carrier Battles Mod
 
Carrier Battles #7 is looking for a replacement player.

Turn #11;
- Probably a Berzerker empire, and from the stats, it appears to be expanding well.

The player controlling this empire dissapeared from the net just over a week ago, but the empire is doing just fine.

Atrocities November 11th, 2005 07:45 PM

Re: Carrier Battles Mod
 
Phantom players!

narf poit chez BOOM November 11th, 2005 08:13 PM

Re: Carrier Battles Mod
 
Phantom of the Empire!

Suicide Junkie November 11th, 2005 11:39 PM

Re: Carrier Battles Mod
 
The position has been filled. Thank you.

Also, an update to the CBmod School of Design.
Weapons 101 is now posted, with two classes available.

The 2pm class with Ekolis, and the 8:30am class with SJ http://forum.shrapnelgames.com/images/smilies/happy.gif

Suicide Junkie November 20th, 2005 10:18 PM

Re: Carrier Battles Mod
 
As suggested by Mac on IRC, and probably others too, I've gone and come up with a new type of missile system.
The general idea is that you get to choose what to put on your missiles.

A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!

Ed Kolis November 21st, 2005 12:52 AM

Re: Carrier Battles Mod
 
Sweet! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Presumably the bigger, fancier missiles don't actually obsolete the lighter, quicker missiles? That would be a pain... http://forum.shrapnelgames.com/images/smilies/frown.gif
/me mounts a nuclear missile on a fighter and launches it at the slightly exposed reactor of a battlemoon http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie November 21st, 2005 01:25 AM

Re: Carrier Battles Mod
 
Indeed.
It will be 9 separate families of missile, and research will be available to improve them all (not nessesarily all 9 at once, or just 1 at a time).

Kana November 21st, 2005 04:07 AM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!

I had ideas very similar to this for my Star Fleet Battles mod and the different Drones/Missiles that SFB has...

Very Cool...can't wait...

Kana

TurinTurambar November 21st, 2005 04:15 AM

Re: Carrier Battles Mod
 
So how many games have you guys run with this mod? Still tweaking it? Happy with it? What?

T

Suicide Junkie November 21st, 2005 01:09 PM

Re: Carrier Battles Mod
 
I have 6 running games in my PBW list, plus another being run by someone else that I know of.

There two more that are waiting for CBdeluxe before they start.
And at least three have finished already.

The basic idea of the mod is solid, but there are balance tweaks and new features still being playtested in v1.3 version games.

Kana November 21st, 2005 07:29 PM

Re: Carrier Battles Mod
 
What are the chances that some of the games are going to be upgraded to deluxe?

Kana

Suicide Junkie November 21st, 2005 07:53 PM

Re: Carrier Battles Mod
 
CB#7 and #8 will be, since they are still early, and antimissile missiles will be great fun to use.

I'll have to look at CB#6, as I'm not sure how far along it is.

The new games wil be pure deluxe, and will be using the new missile system.

Emperor's Child November 22nd, 2005 10:53 AM

Re: Carrier Battles Mod
 
I'd recommend with CB#8 that you make the change soon, In my case I'd not like to be surprised with chages to the assumptions and analysis that have lead me to my investment decisions for ship construction and R&D efforts.

Suicide Junkie November 22nd, 2005 11:24 AM

Re: Carrier Battles Mod
 
Switching to deluxe would not affect your research or ship designs much.
I can't switch the missile system, for example.

However I can enable the anti-missile missile components that have been sitting in components.txt for about 3 months now, just waiting. http://forum.shrapnelgames.com/images/smilies/happy.gif

Emperor's Child November 22nd, 2005 02:26 PM

Re: Carrier Battles Mod
 
I've been wondering when those would be made active.

Ed Kolis November 22nd, 2005 07:57 PM

Re: Carrier Battles Mod
 
Three of the School of CBmod courses have been converted to interactive media format! I'd do more of them but I don't have time to do them at school this quarter and I don't have the software I need at home... http://forum.shrapnelgames.com/images/smilies/frown.gif
http://kolis.dyndns.org/ed/se/se4/project2.exe

Suicide Junkie November 23rd, 2005 04:23 AM

Re: Carrier Battles Mod
 
Hmm. It runs horridly slow on my PC... 2 seconds per frame.
Is there anything I can tweak to speed it up?

Ed Kolis November 23rd, 2005 01:41 PM

Re: Carrier Battles Mod
 
I dunno... it's only my second time using Macromedia Director, so I really don't know all the ins and outs of it... maybe I can ask my professor if he knows ways to make it run faster on slow PC's...

Suicide Junkie December 5th, 2005 02:54 PM

Re: Carrier Battles Mod
 
Well, for those who wonder why I would add a masochistic happiness type to CBmod:
http://imagemodserver.mine.nu/other/...eOfTudran1.jpg

Puke December 5th, 2005 04:30 PM

Re: Carrier Battles Mod
 
ooo, that looks like the Heap. Give those masochists something to celebrate!

Puke December 6th, 2005 07:33 PM

Re: Carrier Battles Mod
 
so SJ... I'm thinking of porting this mod idea over to Wierd Worlds...

Suicide Junkie December 6th, 2005 08:09 PM

Re: Carrier Battles Mod
 
Could be good!

All the hull damage from battles might be a bit rough on your fleet, but the more ships the merrier http://forum.shrapnelgames.com/images/smilies/laugh.gif

CovertJaguar December 8th, 2005 08:41 AM

Re: Carrier Battles Mod
 
Hehe...I almost...almost, feel sorry for that planet I glassed. It was a very impressive battle. Not a very definitive win or loss for either side, but still impressive.

Suicide Junkie December 16th, 2005 03:29 PM

Re: Carrier Battles Mod
 
We have an opening in CB#7

The empire seems to be doing reasonably well so far. Applicants should not be afraid of border skirmishes http://forum.shrapnelgames.com/images/smilies/happy.gif

Edit:
Not anymore. Slot filled.

Suicide Junkie December 17th, 2005 11:41 PM

Re: Carrier Battles Mod
 
Carrier Battles v1.4 is ready for public viewing!
http://imagemodserver.mine.nu/other/...attlesv1.4.zip

Ed Kolis December 18th, 2005 12:35 PM

Re: Carrier Battles Mod
 
Kewl http://forum.shrapnelgames.com/images/smilies/laugh.gif
One small bug though... shouldn't the Kinetic Missiles be Light Kinetic Missiles to be consistent with the other missiles? And they're the same cost as the heavy ones...
Another bug... satellite command computers can be installed on ships and bases, but not satellites???

Suicide Junkie December 18th, 2005 02:39 PM

Re: Carrier Battles Mod
 
Its not a bug per se... but I can improve that description with the overrides.

Basically, it only fits on satellites (with mounts). And sats are technically "ships" in the code.
Description and allowed placement line updated.

Intimidator December 18th, 2005 03:31 PM

Re: Carrier Battles Mod
 
Hi,

Is there a game planned to start with this mod in the near future..........
If not, are there people interested in a new PBW game??

Inti,

Suicide Junkie December 18th, 2005 04:10 PM

Re: Carrier Battles Mod
 
Carrier Battles Deluxe #1
and Carrier Battles Newbie Game #3
are both going to be started using this in the near future.

Intimidator December 18th, 2005 04:36 PM

Re: Carrier Battles Mod
 
Thanks,

I just joined the Carrier Battles Deluxe #1, please accept me http://forum.shrapnelgames.com/images/smilies/happy.gif

Inti,

Ed Kolis December 18th, 2005 08:35 PM

Re: Carrier Battles Mod
 
I have joined too-goro! http://forum.shrapnelgames.com/images/smilies/wink.gif
(Yeah, can't get enough of those stupid Zelda games http://forum.shrapnelgames.com/image...ies/tongue.gif)

Suicide Junkie December 18th, 2005 10:30 PM

Re: Carrier Battles Mod
 
Acceptances!

Also, from IRC chat with Eorg, I'll be dropping the crew quarters requirement from the scout hull. This makes it a bit more flexible and useful.

Also, there will be an adjustment of the happiness types to make them more forgiving.
An empire shutting down due to riots isn't fun. But there will still be the unique ways to get the jubilant population bonuses.

Captain Kwok December 18th, 2005 10:33 PM

Re: Carrier Battles Mod
 
Why not give rioting planets some production capability as Fyron has in Adamant mod?

Suicide Junkie December 19th, 2005 03:35 AM

Re: Carrier Battles Mod
 
Well, mostly because it dosen't seem to work.
As far as I can tell, rioting is hardcoded to give zeros across the board.

Intimidator December 19th, 2005 09:28 AM

Re: Carrier Battles Mod
 
Hi,

got some bug (I think),

The Deep Space Weapon Platform doesn't need an lifesupport or crew quarters!!?? Don't know if this is ment to be or some small bug?

Inti,

Suicide Junkie December 19th, 2005 12:40 PM

Re: Carrier Battles Mod
 
Right. Its unmanned.

Intimidator December 19th, 2005 03:16 PM

Re: Carrier Battles Mod
 
Okay,

Suicide Junkie December 21st, 2005 04:41 PM

Re: Carrier Battles Mod
 
We have an opening in CarrierBattles#6!

Player had to leave due to that nasty RL thing.
The empire looks to be in a solid middle ranking, but the galaxy is pretty evenly divided as far as I can tell.

Emperor's Child December 22nd, 2005 10:44 AM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
.. due to that nasty RL thing.

What does "RL" stand for? I Don't follow.

[edit: Duh... Real Life.. Got it]

Suicide Junkie January 7th, 2006 05:20 PM

Re: Carrier Battles Mod
 
Fyron came up with the genious idea of point defense tractor beams.
It sounds kind of silly at first, but think about it... the awesomness will come to you.

I do need to come up with a sensible description of how the device will work (and what it should be called). Its gotta be somewhat gritty tech.
Any suggestions?

Ed Kolis January 7th, 2006 06:04 PM

Re: Carrier Battles Mod
 
Grapple Beam - Grappling hook attached by a monofilament cord which is manipulated magnetically to ensnare fleeing fighters.

Or alternatively...

Magna Rod - Rod which is extended from a ship and then magnetized; the magnetic field will slow down fleeing fighters or pull in long-range bombers.

narf poit chez BOOM January 7th, 2006 08:51 PM

Re: Carrier Battles Mod
 
Awesome, alright.

Phoenix-D January 8th, 2006 03:54 AM

Re: Carrier Battles Mod
 
Point defense tractor beams?

Sounds like it'd work great unless you accidentally grabbed the missile aimed at YOU instead of the one aimed at another ship. http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron January 8th, 2006 04:08 AM

Re: Carrier Battles Mod
 
There is a "seekers targeted at us" firing type for strategies. Maybe it will help with that issue?

Suicide Junkie January 8th, 2006 05:23 AM

Re: Carrier Battles Mod
 
Indeed.
Hopefully the description would keep in mind the use against missiles too.

Magnetic grapples sound good, but will only fit the in-game effect if a single hit pulls the missile/fighter all the way in.

Suicide Junkie January 9th, 2006 02:15 AM

Re: Carrier Battles Mod
 
Real life issues have claimed another player in their deathly grasp.
So, We have an opening in Carrier Battles #8.

Imperial Starwars shipset (an excellent choice for the mod http://forum.shrapnelgames.com/images/smilies/happy.gif)
Allied with me, no wars that I know of, and doing pretty good as far as I can tell.

Kana January 9th, 2006 03:33 AM

Re: Carrier Battles Mod
 
Quote:

Suicide Junkie said:
Fyron came up with the genious idea of point defense tractor beams.


This has been done for years (over 20 in fact) in Star Fleet Battles...tractoring Ships, Fighters, and especially Missiles...one of the things that was going to go into my SFB mod which is postponed until SEV...but yes still a great idea...

As for what to call/describe it...I guess it depends on the mechanics of the item...the tractor pulls objects...the pressor pushes objects...unfortunately neither holds and object in place...I'm hoping that this will be possible in SEV...

Kana

Suicide Junkie January 9th, 2006 03:56 AM

Re: Carrier Battles Mod
 
Ok, well, he posted it where I could see it, at least.

Wanna join CB#8?

LordAxel January 13th, 2006 12:06 AM

Re: Carrier Battles Mod
 
Carrier battles 8
quick update the imperials are in one war with my empire. Very limited scale over a border system that has since ended. But the war hasnt been ceased with no real further battle

Suicide Junkie January 13th, 2006 02:18 AM

Re: Carrier Battles Mod
 
That sounds like a good thing for your empires.

A sparring partner to test out your designs and strategies on http://forum.shrapnelgames.com/images/smilies/happy.gif


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