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Stellar Relations Mod v1.50
Finaly it's finished and on the web.
It's my first Mod, which I think is good enough to share with others. So to ALL of you 'download it' http://www.spaceempires.net/home/mod...=getit&lid=386 About the mod: -First the bad news, I'm still working on the AI (had to learn that the couple of weeks) There are some playable AI's available now, but far from perfect.(anyone who is good at this and have some sparetime, let me know?) -Newtonian style movement, which uses mount scaling. So every shipsize has his own size of engine's, Bridge, Lifesupport, Crewquarters, Shields, Cloak, Warpengine and shipscomputer. -Commercial shipyards, You can sign contracts (Racial traits, and pay with racial points) with commercial shipyards and their ship/fighter or troop design. There are 3 companies right now. -Common Racial trait. The trait that every player must use. bigger ships / bigger bases / escort fighters (fighters above 50kt) -Non combat. There are a lot of new non combat components available (5 extra since patch 4). Such as: Hospital deck, Research Section, External Research lab., Agracultural Dome, Inter System Intel. Array and some other stuff. And offcourse a lot of new weapons and some facilities, But try it all out. It's my first so please send me all the comments you have (hopefully compliments) but some critics are welcome also. Intimidator, |
Re: Stellar Relations Mod v1.50
The ability "Planet - Change Ground Defense" does not work.
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Re: Stellar Relations Mod v1.50
Will see to it right away !
Thought so but wasn't sure, forgot to test it properly before put it on the new. Inti, |
Re: Stellar Relations Mod v1.50
Same as the drop troop ability isn't it ?
Played with that one also, but did nothing! |
Re: Stellar Relations Mod v1.50
Right. Unimplemented features. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Stellar Relations Mod v1.50
AAARRGGHHHHH http://forum.shrapnelgames.com/images/icons/icon9.gif
Made a major mistake, with uploading the Mod. I changed the Weapon family numbers a week ago, and now I uploaded the wrong data-file. (and offcourse the right one is GONE http://forum.shrapnelgames.com/images/icons/icon9.gif ) No problem with the mod, still multi-playable. But AI sucks. Will see to it in a couple off days. Inti, |
Re: Stellar Relations Mod v1.50
Problems solved, You can now download the 'working !' Version of the mod.
If you already downloaded it yesterday, please do so again (the full Version) or mail me and I send you the update files. |
Re: Stellar Relations Mod v1.50
Is this the first mod taking advantage of Patch 4 features? Anyway it sounds interesting, I'll try to find the time to give it a run.
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Stellar Relations Mod v1.50
Not quite. Adamant Mod made use of them the day that the patch was released. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Stellar Relations Mod v1.50
Okay, I can life with it http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Stellar Relations Mod v1.50
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Re: Stellar Relations Mod v1.50
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Re: Stellar Relations Mod v1.50
Glad to see your mod is finally released to the public! Thanks for letting me play tester for you I enjoyed the times. Now to see what you have added. http://forum.shrapnelgames.com/images/icons/icon7.gif
P.S. You must get a PBW game set up some time! |
Re: Stellar Relations Mod v1.50
Hi Ian..
Yeah don't be afraid we're gonna play it soon, at least a PBEM game. But first I want the AI up and running and people must actualy download it http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Stellar Relations Mod v1.50
Yes, I suposso so.
I was ready with the Mod when patch 4 was released, so I was eager to be the first one with an Patch 4 Mod http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Stellar Relations Mod v1.50
As I wrote before I'm still toying with the AI for my mod.
The problem at hand now is : The Base space yard design. The AI designes a nice base only no shipyards but repair components. Can someone tell me WHY !!!!!!! |
Re: Stellar Relations Mod v1.50
Are you calling for the repair ability or one of the construction abilities?
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Re: Stellar Relations Mod v1.50
Here it is, Supposed to be a Shipyard (I've I'm correct) But constructs a base with 2 of the repair crafts (from my mod)
Name := Base Space Yard Design Type := Base Space Yard Vehicle Type := Base Default Strategy := Don't Get Hurt Size Minimum Tonnage := 10 Size Maximum Tonnage := 5000 Num Must Have At Least 1 Ability := 1 Must Have Ability 1 := Space Yard Minimum Speed := 0 Desired Speed := 0 Majority Weapon Family Pick 1 := 0 Majority Weapon Family Pick 2 := 0 Majority Weapon Family Pick 3 := 0 Majority Weapon Family Pick 4 := 0 Majority Weapon Family Pick 5 := 0 Secondary Weapon Family Pick 1 := 6 Secondary Weapon Family Pick 2 := 0 Secondary Weapon Family Pick 3 := 0 Secondary Weapon Family Pick 4 := 0 Secondary Weapon Family Pick 5 := 0 Shields Spaces Per One := 300 Armor Spaces Per One := 400 Majority Comp Spaces Per One := 0 Majority Comp Ability := Space Yard Secondary Comp Spaces Per One := 0 Secondary Comp Ability := Num Misc Abilities := 9 Misc Ability 1 Name := Point-Defense Misc Ability 1 Spaces Per One := 400 Misc Ability 2 Name := Quantum Reactor Misc Ability 2 Spaces Per One := 10000 Misc Ability 3 Name := Combat To Hit Defense Plus Misc Ability 3 Spaces Per One := 10000 Misc Ability 4 Name := Combat To Hit Offense Plus Misc Ability 4 Spaces Per One := 10000 Misc Ability 5 Name := Multiplex Tracking Misc Ability 5 Spaces Per One := 10000 Misc Ability 6 Name := Shield Regeneration Misc Ability 6 Spaces Per One := 800 Misc Ability 7 Name := Self-Destruct Misc Ability 7 Spaces Per One := 10000 Misc Ability 8 Name := Scanner Jammer Misc Ability 8 Spaces Per One := 10000 Misc Ability 9 Name := Component Repair Misc Ability 9 Spaces Per One := 250 Beats me, |
Re: Stellar Relations Mod v1.50
The repair craft is added because you are calling for Repair ability at the end, so that is not the problem. Are you certain that the race has a component with the space yard abilities available? Can the space yard component fit on the size of base used?
[ March 08, 2004, 18:32: Message edited by: Imperator Fyron ] |
Re: Stellar Relations Mod v1.50
Thanks,
You were right, base was to small. Forgot that the AI are not able to use my 'Common trait' right now. See ya, |
Re: Stellar Relations Mod v1.50
Update ready in 2 weeks !!
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