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Gritty Galaxy Mod Downloads
1 Attachment(s)
GGmod, Public Beta files. (4 megs)
Animations, Space combat and economics are pretty solid. Ground combat is still under development, but isn't critical. Racial setup is decent, although I do plan to stuff more options in there so that you can spend all your points efficiently. |
Re: Gritty Galaxy Mod Downloads
1 Attachment(s)
A patch, including four new plasma colours and the weapons range circle.
The attachment in the previous post has been updated with the full version. This is just a patch. (900kb) |
Re: Gritty Galaxy Mod Downloads
It would be nice to explain what the mod is about?
Will the A.I be able to play with this mod? Can all the effects,graphics,ui,sounds,etc be used in stock? Thank you. |
Re: Gritty Galaxy Mod Downloads
So, anyone up for a shakedown game? http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Gritty Galaxy Mod Downloads
This is SE5 right? I think SJ already offerred me a spot.
Edit: oops no, that was something else. |
Re: Gritty Galaxy Mod Downloads
I would like to keep this thread for downloads... Discussion and game forming is best done in the main forum.
Thanks. |
Re: Gritty Galaxy Mod Downloads
http://www.shrapnelcommunity.com/thr...?Number=473700
A new components.txt to provide a quick fix for laser/torpedo tech levels. I have updated the full version and patch in the original posts as well. |
Re: Gritty Galaxy Mod Downloads
a question about the installation , i know that the GrittyGalaxy folder goes to the game types folder but there's a components.txt file outside it, where do i put this file exactly ?
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Re: Gritty Galaxy Mod Downloads
That particular file would be replacing the one in GGmod\data, but don't worry about it.
A much newer version of the mod is available here: http://imagemodserver.mine.nu/other/...yGalaxy123.rar |
Re: Gritty Galaxy Mod Downloads
Bad link?
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Re: Gritty Galaxy Mod Downloads
It was updated to 125 in the meantime.
I'll just link to the directory, so the latest will always be here: http://imagemodserver.mine.nu/other/MM/SE5/Mods/ A number of minor issues were discovered in the GGirc game yesterday, so a 125-B has been posted. |
Re: Gritty Galaxy Mod Downloads
Any intro as to what GG does as opposed to stock/BM?
Thanks |
Re: Gritty Galaxy Mod Downloads
The easiest way to describe it is a combination of GritEcon and Carrier Battles mods.
Totally a humans-only class mod. I'd be happy to see somebody write AIs, but that's not going to happen for a long time. The mod is still developing, and there aren't many people with AI skills out there either. As far as individual details: - All ship hulls are available from the start. However, build costs are proportional to size SQUARED. Maintenance is almost flat-rate. You can build 20+ 45kt scouts in one turn, or you can spend 2-3 turns building a 300kt dread. In the long run, the dread will cost only a little more than one scout to maintain. In the short term, the scouts will outmass you by a very large margin. Overall, this makes all the ship sizes useful, and the size you build depends on how much time you can afford to spend on them and how many spare resources you have. - Weapons are CBmod style. You've got DUCs, Plasma, Lasers and Torpedoes for direct fire, with missiles to round it out. Each has their own advantages and disadvantages, and they support each other well in mixed fleets. Each weapon comes in 5 different sizes from 20mm (size 2-3), all the way up to 100mm (size 100-150) Fighters use small mount ship weapons. - Note the lack of PD guns... Small mounted regular guns are used for that, which helps to keep things balanced. At some point I may upgrade to a new scheme, where there are dedicated leaky PD guns (fixed 1% hit rate, with hundreds of shots per second for a poisson distribution of missile kills) - CBmod style cultures, the key to which is extreme differences in a balance. Match it to your playstyle for maximum fun. Still needs playtesting of the balance, and to make sure all the effects it uses are actually implemented in the exe. Stuff like Berzerkers, with double damage weapons, and about 50% more damage taken from enemy hits. Along with some penalties to production to even it out. Or Preservationists, with half damage from enemy weapons, big bonuses to repair skill, but very slow build rates. - GritEcon resource economy. Facility maintenance is based on common sense, not the build cost. A geothermal plant requires only a few organics to feed the workers... a hydrocarbon power plant burns copious amounts of organics to produce power (rads), but is independent of planetary value. Greenhouses, industrial farms, deep shaft mines... Overall, you've got tradeoffs between build costs, resource output, planetary value dependence, maintenance costs, and space efficiency. You've also got to build up an interdependent economy... Farms need power, fission plants need fuel, mines need workers. And then some factories to turn resources into supplies and ordnance for your ships. |
Re: Gritty Galaxy Mod Downloads
Welp, just started the GG game. it looks very cool, however I am lost http://forum.shrapnelgames.com/images/smilies/wink.gif
There are no freighters/colony ships anymore? it seems like a colony ship has to be a Battleship or greater? I made a cruiser size one, and I could only really get a movement speed of 2. I can pump out 15 scout ships a turn from 1 yard! I know they are small, but its just shocking http://forum.shrapnelgames.com/images/smilies/wink.gif Having all that tech available at the start is overwhelming. There seem to be 7-8 different research areas for missiles and only 1 for torpedoes? Sensors are not available at the beginning? Legacy Sensor network? |
Re: Gritty Galaxy Mod Downloads
All the hulls are generic. You can fit a colony ship on a cruiser hull if you pack lightly.
Colony module, bridge, three supply tanks, three large engines, and enough basic crew quarters and lifesupport to satisfy the requirements should *just* fit, and will give 3.5 speed (rounds down to 3) That's the price you pay for cheaping out on the hull http://forum.shrapnelgames.com/images/smilies/wink.gif Using medium or small engines should let you eke out another speed point. The thing to keep in mind, is that those scouts are only 50% more tonnage than a large fighter... They're basically mobile, warp capable, maintenance costing fighters. Missiles have 5 areas, but 7 missile types. Direct fire has 4 areas, and 4 weapon types. Its not so crazy if you think of it that way http://forum.shrapnelgames.com/images/smilies/happy.gif Ships all start with range 1 sensors built in. Researching sensors allows you to boost that to range 2 (basic sensor array) or range 3 (large sensor array), and more with tech. Legacy facilities are uberfacilities that are only seen on homeworlds, and can not be built in-game. It gives full sensor coverage of the homesystem. |
Re: Gritty Galaxy Mod Downloads
Thanks for answering the questions http://forum.shrapnelgames.com/images/smilies/happy.gif
I just saw Ice shields... they seem sorta out of place as the 1st shield level. There are fighter shields and ice shields? Seems like I'll have to get used to ships not moving as fast as in stock/BM, which is a good thing http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Gritty Galaxy Mod Downloads
Yeah, the fighter vs ship shield techs is a little inconsistent description/tech wise. But it was like that in SE4 too.
You'll probably want to get a SYS and set up satellite sensor nets across your systems. With ships being slower, you actually have time to react to a detection. |
Re: Gritty Galaxy Mod Downloads
I noticed something funny about maintenance in this mod the other day (v1.25 B, game version 1.25). It was roughly the same for Dreadnoughts as for Destroyers, about 200 of a resource. There's probably some variable on the mounts that's scaling down the maintenance on the bigger ships. This, of course, will result in fleets of dreadnoughts and only dreadnoughts, which is what makes me think it's not intentional.
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Re: Gritty Galaxy Mod Downloads
Actually its intentional. The dreads take about the same maintenance, but they take a LOT longer to build.
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Re: Gritty Galaxy Mod Downloads
Hmm. And that works, in your experience with the mod? Because it seems to me that people can use orbital shipyards to build lots of them in parallel, thus making build time less relevant and allowing them to build up to their resource limit that's determined mostly by maintenance. In most of the SE games I've played, there's been enough time in peace time to build arbitrarily large fleets with this method, because only a large fleet can break through stacked defenses on a chokepoint, and it would take the other guy just as long to build a fleet capable of doing that.
Seems like building a bunch of base space yards and then stacking defenses like crazy to stall the enemy while the space yards build hundreds of dreadnoughts is the path to victory. Sure, it will take a few dozen turns to get the things built, but the low build rate will allow you to construct more of them in parallel, and hundreds of dreadnoughts would mop the floor with a mixed force of a few dreadnoughts, a few dozen battleships, and a few hundred cruisers. Also, the longer peace time goes on, the more an initial force of destroyers and cruisers will get replaced by dreadnoughts. |
Re: Gritty Galaxy Mod Downloads
It works, yeah. Once a war gets to any sort of length, you can't spare the shipbuilding time to make massive ships. Sure, you can work in parallel..but the same trick works for building small ships as well.
Also considering mothballs. While you can still only support X number of ships per turn, someone who builds and mothballs small ships during peacetime can effectively ALWAYS have a navy as large as his budget will support.. |
Re: Gritty Galaxy Mod Downloads
Good point. We'll see how it shakes out, then.
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Re: Gritty Galaxy Mod Downloads
In the newest version, the HW build rate has changed, but with just an old legacy SY facility, you could build 30x 45kt scouts in one turn, or one 300kt dread in about two turns.
Given any particular amount of SY capacity, you get far more military tonnage per turn (9:1 for scouts vs dreads). Rather than building and mothballing scouts during peacetime, I would suggest that a better strategy is to build the larger ships during peacetime. Mothball the expensive small ships, to free up resources for the SY to go full out. Consider that in wartime, you have a limited number of ships you can support... The bigger the ships you have mothballed, the more *tonnage* you will have in the field. And large mothballed ships are worth far more. If you're talking scouts, you would be better off just building them fresh on demand; that way they start with full supplies and ordnance. Unmothballing a large ship during wartime, on the other hand, saves you a lot of build queue time just when you need it most. During wartime, though, you will need lots of cannon fodder to absorb the slings and arrows of your fortune. Small ships are great at that. Faceless meat shields you build by the dozen to protect your flagship and its 100mm Laser batteries. In general, you will probably try to budget enough resources to continually run all your SY at full capacity. The leftover margin determines the number of warships you can support in the field. In order to maximize your tonnage and firepower in the field, you will want the biggest ships possible, while constructing new ones at least as fast as you lose them. Note: If you're building faster than you're losing, you can simply notch up your aggression and increase your casualty rate by demolishing enemy strongholds. In the longer term, you can switch to larger ships and thus increase your tonnage in the field. Note2: If you're building slower than you're losing, you are in trouble, and will soon go down in flames as your fleet sizes shrink and your casualty rates rise. Time to switch to smaller ships. |
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