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Planetary Assault Mod
I can't seem to attach files in the Downlad forums. What do I need to do? It used to work.
Anyway, here is something I've been working on: Planetary Assault Mod v0.9 11/25/2003 Purpose of mod: To change the strategic importance of planets and planetary invasion. Inspiration came from the Pacific Theater in WWII Changes: Removed the ability to target planets from all weapons. Ships can no longer glass planets from orbit, they must either land troops or blockade. The exceptions are Neutron, Radiation,Virus, and Smart Bombs. The other planetary assault weapons are gone. Weapon Platforms are removed. I left the tech in to stop the AI from giving me errors. I intend to add massive planetary weapons (think Ion Cannon from Hoth or the Death Star laser) in future updates. One side effect of changing the targets for the weapons is that ship weapons no longer target fighters. Point-Defense still works. A player must use fighters to engage other fighters. Another side effect is that I had to divide fighter weapons between targeting fighters and ships. Although I did not originally want this, I think it adds some new dimensions to space combat. Fighter vs Ftr\Sat\Seekers\Drone weapons: Small AP Beam Small DUC Small Meson BLaster Small Electric Discharge Small Telekinetic Projector Small Time Distortion Burst Small Incinerator Beam Fighter vs Ship: Small Phased - Polaron Beam (to take advantage of the shield skipping) Small Anti - Matter Torpedo Small Crystalline Torpedo (I added this. It's essentially an AM torpedo that skips armor and costs more Rads) Kamikaze Warhead Small Rocket Pods Small Shard Cannon Small Acid Globule Small Shield Depleter Small Graviton Beam --------------------------- In the future I intend to create new one-shot weapons for satellites and massive weapons on planets. I'm also trying to redo the entire troop setup to create larger units with more variety. I need to get the graphics done for that, though. Any suggestions, bugs, or ommissions? Please let me know, this is only my second mod and I'm still hammering things out. [ November 26, 2003, 19:15: Message edited by: KnidVermicious ] |
Re: Planetary Assault Mod
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[ November 26, 2003, 19:15: Message edited by: Imperator Fyron ] |
Re: Planetary Assault Mod
I emailed it to you. Thanks Fyron.
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Re: Planetary Assault Mod
All I got was a 0 KB text file? Try zipping the mod up instead.
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Re: Planetary Assault Mod
You can upload it to ftp://imagemodserver.mine.nu/uploads alternatively.
Just click OK when your browser complains about not having read-permission, then drag and drop your ZIP or RAR file. I can then move it to the miscellaneous section of http://imagemodserver.mine.nu for you to link to. |
Re: Planetary Assault Mod
Will the AI automatically start invading planets with these changes you are proposing or are there other things that you will need to change to make this work? I find this very cool as I also believe that it's more useful to invade then to "glass."
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Re: Planetary Assault Mod
Just so you know, you can download the file from SpaceEmpires.net here: Planetary Assault 0.9
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Re: Planetary Assault Mod
Cool idea. I have always found it annoying that a tiny little escort with one measly early-game weapon like a DUC1 or APB1 can come in and destroy a colony. Another idea if you didn't want to completely prohibit normal ship weapons from attacking planets would be to adjust the number of damage points required to kill a given number of population - I remember seeing that adjustment in one of the data files, maybe settings.txt?
SpaceBadger |
Re: Planetary Assault Mod
The problem with that is that every shot will kill at least one population, regardless of how high the setting is. So colony might take a second combat round to finish off, but that is it. http://forum.shrapnelgames.com/images/icons/icon12.gif That, and I don't think that setting modifies how much damage it takes to kill facilities.
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SpaceBadger |
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