.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Carrier Battles Mod (http://forum.shrapnelgames.com/showthread.php?t=22453)

Phoenix-D February 9th, 2005 10:31 PM

Re: Carrier Battles Mod
 
Speaking of strategies, what happens if two types of fighters in a stack have different strategies?

douglas February 9th, 2005 10:51 PM

Re: Carrier Battles Mod
 
Quote:

TurinTurambar said:
Uh... hate to sound dense... but remind me what program opens a .rar file...

Turin

WinRAR

Suicide Junkie February 9th, 2005 11:06 PM

Re: Carrier Battles Mod
 
In combat, they'll be launched as separate stacks, I'm pretty sure.

Strategic launched mixed stacks would probably use the strategy of the first fighter to be launched.

However, since large stacks of fighters are bad for combat, and for the most part, fighters don't have strategic movement, this shouldn't come up too often.

Suicide Junkie February 14th, 2005 11:06 PM

Re: Carrier Battles Mod
 
The zip has been updated on imagemodserver (under miscellaneous mods)

I've fleshed out the direct fire weapons tech, and picked out some nifty images for them all.

---

Suggestions and comments are welcome.

PS:
For winamp users, I made this the other night:
http://imagemodserver.mine.nu/nick/t...ara_Sunset.avs
Pretty nifty.

Strategia_In_Ultima February 15th, 2005 12:11 PM

Re: Carrier Battles Mod
 
1 Attachment(s)
SJ, if you're planning to add more cultures, take a look at this. Adds a helluva lot of cultures. Some may be too powerful/too weak for Carrier Battles, but check it out.

TheDeadlyShoe February 15th, 2005 12:50 PM

Re: Carrier Battles Mod
 
Inter-Species Intelligence Agency?

For a culture? That seems kind of silly. http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima February 15th, 2005 01:11 PM

Re: Carrier Battles Mod
 
I've dome cultures of all kinds - societies, government types, and even corporate structures. Now, an independent organization COULD be working as an inter-species intelligence agency... hiring themselves out to the highest bidder or simly trying to grab power by means of intelligence.

Note, however, that this was part of the Cultures and Demeanros Add-On, which also explains the 40% maint reduction as it has a modified Settings.txt with 50% standard manintenance.
The full C&D version 1.01 zip file can be found here:
http://www.shrapnelcommunity.com/thr...amp;PHPSESSID=

TheDeadlyShoe February 15th, 2005 02:02 PM

Re: Carrier Battles Mod
 
I can see that, but it seems unlikely that an entire species would comprise a multi-species intelligence agency..that's all http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie February 15th, 2005 05:23 PM

Re: Carrier Battles Mod
 
I'm not too worried about cultures at the moment.
I will take a look at the link, though.

What I'm interested in at the moment is making sure the weapons are reasonably balanced, and that there are no major gameplay problems.

I think facilities will be next, followed by intel projects. That should cover the core mod files.

After that, the extra cultures, random map balancing, funky racial techs, default name files, etc will be extras.

ZeroAdunn February 16th, 2005 07:16 PM

Re: Carrier Battles Mod
 
As I have said before, I love this mod. Now all I want is a working AI and a finished off component tree.


All times are GMT -4. The time now is 08:04 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.