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Invasion! Beta Discussion
I have just released Beta .21 of my mod Invasion! and im looking for play testers to help me catch all those pesky problems
You can download the mod from spaceempires.net here: Invasion! Beta 0.21 If you find any problems go ahead and post them here also any help completeing the ships sets is welcome. Also any random questions about the mod can be asked here too. I think thats all I wanted to say... |
Re: Invasion! Mod Discussion Beta 0.40
So; what do this mod do that is different from all the other mods. Some info please http://forum.shrapnelgames.com/images/icons/icon7.gif
Wellcome to the Boards BTW. |
Re: Invasion! Mod Discussion Beta 0.40
Thank you, I was finally convinced to join by Fyron and the gang that hang out on #se4.
The mod adds: Ships Mounts Design Names Planetary Cloaking Device Omni-Colony Component Sounds Only Point-Defense and a few other special tech tree weapons can target fighters 2 more space yard facility levels Future plans include: AI Enhancements More races and of couse the stuff I havent thought up yet [ January 19, 2004, 01:07: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Here is the update to Beta 0.22 is just data files so its quite small
http://www.spaceempires.net/files/cw/Invasionbeta22.rar Fixes: Space Yard IV and V had wrong ability description Blank Line in systemnames.txt Fixes engine use by some ships [ January 19, 2004, 21:10: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Beta 0.23 Change List:
Added Troop Huge Added Troop Infantry* Fixed Rate at which you aquire colony ship techs Fixed Rate at which you aquire transports ship techs Removed Probe and Probe Techs** Removed Sounds*** Fixed systemnames.txt error Release Date: 1-19-04 or 1-20-04 *Troop Infantry does not require a bridge **Will be put back when I fix a few problems ***The sounds made the file to big and I decided I didnt like them [ January 20, 2004, 00:24: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Are you going to restrict orbital bombardment in this mod?
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Re: Invasion! Mod Discussion Beta 0.40
That was a consideration when I started restricting what could shoot at fighters but I decided to not restrict orbital bombardment on the following ideas:
1. We have lasers right now that can hit things from hundreds of miles away imagine what they could have in the future. So the arguement that the atmosphere would prevent energy weapons from being used against the planet from a place in orbit because of atmosphereic distortion is flawed 2. This is geeky but think back to ST:TNG in a few episoids the Enterprise used its phasers to attack something on the planet. If there is something I missed and did not cover or I missed the whole meaning of your question please say so. [ January 19, 2004, 23:21: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Beta 0.23 has been released
http://www.spaceempires.net/files/cw/Invasionbeta23.rar This is a complete install no previous Versions required. You must have FQM Deluxe installed to play properly Offical Play Testers: Renegade13 I am still looking for play testers so if you interested go ahead and say so here |
Re: Invasion! Mod Discussion Beta 0.40
nice to see you on the forums, Wombat.
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Re: Invasion! Mod Discussion Beta 0.40
I would like to see orbital bombardment altered.
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Re: Invasion! Mod Discussion Beta 0.40
How do you want it to be altered?
If you want something changed I need to know exactly what you want not just a vauge*sp idea Examples help [ January 20, 2004, 03:53: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Who would be interested in a Invasion! PBW game in the near future?
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Re: Invasion! Mod Discussion Beta 0.40
Fyron asked me to post the settings so here are the planned settings
Starting resources: 20000 Starting planets: 3 Home planet value: Good Score display: All Technology level: Low Racial points: 5000 Quadrant type: WPL Sparse Mid-Life Quadrant size: Small Event frequency: None Event severity: Catastrophic Technology cost: Low Victory conditions: When when ending the game seems to be the humane thing to do Maximum units: 20,000 Maximum ships: 20,000 Computer players: Hopefully we won't need any Computer difficulty: High Computer player bonus: None Neutral empires: To be decided Other game settings: No Tactical Combat, No Intelligence Projects Any questions, comments, or concerns feel free to ask away |
Re: Invasion! Mod Discussion Beta 0.40
And Last but not least the Version of the mod that we will be using in the PBW game
Beta 0.24 has been released http://www.spaceempires.net/files/cw/Invasionbeta24.rar This is a complete install no previous Versions required. You must have FQM Deluxe installed to play properly Offical Play Testers: Renegade13 I am still looking for play testers so if you interested go ahead and say so here |
Re: Invasion! Mod Discussion Beta 0.40
Those planned settings sound good even though i am not testing it sounds fair.
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Re: Invasion! Mod Discussion Beta 0.40
I need players for Combat Wombat's Invasion PBW game
Some features of Invasion are: 21 Levels of ship construction From Scouts to Worldships 10 Levels of fighters From Tiny Carrier to Mothership From Tiny Fighter to Massive Fighter 5 levels of troops From Infantry to Massive 4 levels of bases From Space Station to World Base 7 Levels of mines from tiny to massive 7 levels of satellite From Space Buoy to Massive Omi-Colony Component Planetary Cloaking Device 2 more levels of Space Yards And much much more |
Re: Invasion! Mod Discussion Beta 0.40
Invasion 0.25 Beta Change Log
Added Laser I-V Added Point Defense Grid I-V Added Titanium Structural Supports I-III Added Ultra Violet Laser I-VIII Added Infrared Laser I-VIII [ January 23, 2004, 00:23: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
I'd play in the PBW game (even though I'm already in 6 games http://forum.shrapnelgames.com/images/icons/icon7.gif ) What's it called on PBW? By the way, I am working on testing your mod, but with school and other stuff, it's slow going.
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Re: Invasion! Mod Discussion Beta 0.40
Combat Wombat's Invasion!
I'm shutting the game down because there does not seem to be enough intrest right now [ January 23, 2004, 03:53: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Have a bit more patience... most PBW games take a few weeks to get players...
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Re: Invasion! Mod Discussion Beta 0.40
Beta 0.25 of Invasion! has finally arrived this is the biggest update yet. To run the mod you will need Image Mod and FQM Deluxe
Change List Added Laser I-V Added Point Defense Grid I-V Added Titanium Structural Supports I-III Added Ultra Violet Laser I-VIII Added Infrared Laser I-VIII Fixed Problem where every race starts with Rock Colonization Fixed Super Dreadnought having wrong picture Fixed Omni-Colony Picture Invasion! now takes advantage of many Image Mod images Download Invasion Beta 0.25 Here http://www.spaceempires.net/files/cw/Invasionbeta25.rar |
Re: Invasion! Mod Discussion Beta 0.40
After some problems Invasion! is back on PBW. Sign up now before you miss your chance!
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Re: Invasion! Mod Discussion Beta 0.40
I see you've added the infamous IR Laser. Does it change the channels on the viewscreen of your enemies?
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Re: Invasion! Mod Discussion Beta 0.40
Not quite, but you should dl the mod and play it constantly just to make sure
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Re: Invasion! Mod Discussion Beta 0.40
Quote:
Ahh man... don't change the name of the mod folder! http://forum.shrapnelgames.com/images/icons/icon9.gif [ January 24, 2004, 06:24: Message edited by: Imperator Fyron ] |
Re: Invasion! Mod Discussion Beta 0.40
i thought it was funny. not hilarious, but still funny.
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Re: Invasion! Mod Discussion Beta 0.40
Sure you can use it as a weapon, but why not pick some EMR that's a bit stronger like X-Rays? Unless of course you are going for the classic Martian "Heat Ray".
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Re: Invasion! Mod Discussion Beta 0.40
Well the mod where CW borrowed those from has X-Ray Lasers... and CW has UV Lasers in Invasion... it is not as if the IR Laser is the only one used. http://forum.shrapnelgames.com/images/icons/tongue.gif At least in Adamant, it is longer ranged and weaker than the X-Ray Laser.
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Re: Invasion! Mod Discussion Beta 0.40
Everyone that makes a solid contribution to the mod whether that be an idea or informing me of bugs will get a new weapon in the mod named after them.
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Re: Invasion! Mod Discussion Beta 0.40
Ok, I promised to test your mod, and here are some preliminary results:
- A dedicated Savegame folder would be nice, just to keep the savegames of mods separate. - If possible, have AI’s colonize a little more in the early game. In my first game, many AI's seemed to have trouble. - Error in Ultra Violet Laser description. You have utra instead of ultra. Its not very much, but I haven't had much time to spend recently. Hopefully more to come. |
Re: Invasion! Mod Discussion Beta 0.40
Thank you, I just fixed the first and Last things on your list and I'm gonna get to work on the AI soon.
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Re: Invasion! Mod Discussion Beta 0.40
Beta 0.26 of Invasion! has been released
You need the newest Versions of FQM Deluxe and Image Mod to play properly http://www.spaceempires.net/files/cw/Invasion.rar Change List: Added a dedicated Savegame folder Fixed error in Ultra Violet Laser description. All Versions after this one will be in a folder that is named the same(Invasionbeta24 ect.. will not be used anymore) They will now all be released as "Invasion" as the folder name. So before installing this delete all other Versions of Invasion! unless for some odd reason you want to keep them. Added Brand spanking new splash screen (looks really nice) Added smooth population bonus every 1% (Thank you Fyron) No AI changes yet. I recommend that you join the PBW game Invasion! the AI is still playable but don't expect much of a challange [ January 27, 2004, 00:02: Message edited by: Combat Wombat ] |
Re: Invasion! Mod Discussion Beta 0.40
Combat Wombat, I have an error accessing the site?
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Re: Invasion! Mod Discussion Beta 0.40
Its fixed, some how a \ got in at the end of the address
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Re: Invasion! Mod Discussion Beta 0.40
It may be very simple but here is the offical Invasion! mod website. I hope to make it look a little better in the near future
http://www.spaceempires.net/files/cw/index.html |
Re: Invasion! Mod Discussion Beta 0.40
Yes a graphical improvement on the website - that would help as would ongoing work on youre great mod pack.
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Re: Invasion! Mod Discussion Beta 0.40
Beta 0.27 of Invasion! has been released
Do NOT download this update if you have already downloaded Beta 0.26 as there are no bug fixes unless you just really want the better quality splash screen right now You need the newest Versions of FQM Deluxe and Image Mod to play properly http://www.spaceempires.net/files/cw/Invasion.rar Change List: Made mod file size smaller for easier downloading Inproved splash screen quality |
Re: Invasion! Mod Discussion Beta 0.40
Quote:
I recommend people play TDM or P&N it is better http://forum.shrapnelgames.com/images/icons/icon12.gif Wait I don't say this (FYRON does) Actually lets start a discussion about another mod so all of Combat Wombatsnew work and ideas will go un noticed, here on this thread. Wait, most people don't do that (JUST FYRON) http://forum.shrapnelgames.com/images/icons/icon12.gif CW I will look forward to playing your mod and talking about your mod. I will play it this weekend and it sounds fantastic. [ January 27, 2004, 10:27: Message edited by: QBrigid ] |
Re: Invasion! Mod Discussion Beta 0.40
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Re: Invasion! Mod Discussion Beta 0.40
Hey CW, I just tried to open your beta 27 file, and I was getting error Messages. You might want to recompress it.
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Re: Invasion! Mod Discussion Beta 0.40
Were you trying to open it in WinZip or in XP's built-in zip utility? If so, you will be unable to do it, as it is compressed in RAR format. You need WinRar, at http://www.rarlabs.com . If you were using WinRar, then the archive is likely corrupted.
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Re: Invasion! Mod Discussion Beta 0.40
[quote]Originally posted by Imperator Fyron:
Were you trying to open it in WinZip or in XP's built-in zip utility? If so, you will be unable to do it, as it is compressed in RAR format. You need WinRar, at http://www.rarlabs.com . If you were using WinRar, then the archive is likely corrupted. [/QUOTE I was using WinRar, and I was getting a couple of error Messages. I think it might have been something to do with his shrinking the size of the file. I don't know what else could have caused the error. |
Re: Invasion! Mod Discussion Beta 0.40
I tried d/l the .26 Version, and I was getting the same error Messages also. Am I the only one getting the errors, or is something going on with his compression?
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Re: Invasion! Mod Discussion Beta 0.40
Try reinstalling WinRar. I was able to get at least one of those Versions Last night and it loaded fine for me.
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Re: Invasion! Mod Discussion Beta 0.40
That might be my problem. I was using v3.20. I'm d/l the current Version now, and will install that on my computer at work and at home. Thanks.
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Re: Invasion! Mod Discussion Beta 0.40
It's not a problem with the file so it must be your Version. I am gonna start using self-extracting rar files soon so that should put an end to problems like this.
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Re: Invasion! Mod Discussion Beta 0.40
Here is the self-extracting Version of Invasion! Beta 0.27 for those of you having problems with win-rar or are to lazy to download it.
http://www.spaceempires.net/files/cw/Invasion.exe |
Re: Invasion! Mod Discussion Beta 0.40
I just tried using the 3.30 Version of WinRar, and I was still getting those error Messages when I tried to uncompress the file. I'll wait until the next beta comes out to see if I get the error again.
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Re: Invasion! Mod Discussion Beta 0.40
I just d/l the self-extracting file. It worked fine. Thanks.
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Re: Invasion! Mod Discussion Beta 0.40
Invasion! Beta 0.28 Change Log
Added Event: Reverse Gravity Added Event: Beer Festival Added Event: Solar Flare Added Event: Entertainment Black Out Added Picture: To event beer festival Added Picture: To event reverse gravity Added Picture: To event solar flare Added Picture: To event entertainment blackout [ January 28, 2004, 06:23: Message edited by: Combat Wombat ] |
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