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Using another program to resolve combat
Does anyone know if it would be possible to make a mod for SEIV for the purpose of resolving combat? I'm thinking of a game like Nexus: The Jupiter Incident, which is also highly modable but is strictly a tactical sim.
If the game state were easily exportable before combat, it shouldn't be too generate a scenario dynamically. The problem might be in reimporting the results back into SEIV. Something similar has already been done for other games, like Fighting Steel and IL-2. Any thoughts? |
Re: Using another program to resolve combat
Probably require hacking the turn files, and we don't want that.
Oh, and hi. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Using another program to resolve combat
A number of people have suggested just that as a feature for SE5.
You could even do some sort of roleplaying D&D type game for your ground combats http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Using another program to resolve combat
I've been playing the game for years, and I think I've assaulted a planet once. Am I playing wrong? Or am I just so sadistic I insist on exterminating entire populations just because?
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Re: Using another program to resolve combat
The stock game is quite biased towards easy glassing and hard capture.
In my mods, I like to give troops so many hitpoints, that they can absorb damage from orbital bombardments until the attacking ships run out of supply http://forum.shrapnelgames.com/images/smilies/laugh.gif Limiting the number of weapons which can hit planets is also good. That way, it becomes easier and cheaper to let your troops do the shooting (since they have unlimited ammo) while your war fleet moves on to other tasks http://forum.shrapnelgames.com/images/smilies/happy.gif PS: Removing weapons from planets & weapon platforms is the key here... Since the planets have no guns, the troop transports will be much more willing to assault the planet. Since your warships don't have to do any bombardment before the troops can land, a troop-landing strategy is much easier to achieve. |
Re: Using another program to resolve combat
I've suggested this for a long time. You just need an option at startup to allow manually entering the results of battles. So you could choose tactical, strategic, or manual. There would be no hacking of any turn files, which narf correctly points out is something we don't want. However you would need a trusted player or a GM who would enter the results.
Besides enriching the battles and enhancing the roleplaying opportunities, such an option would also save time and frustration in solo play (vs. computer). Examples: when a fleet attacks a few unarmed ships, when you want a fleet to lower the population of a planet (but not wipe it out) so your troops can assault it easily, when you want your planet-based fighters to stay close to the planet so they will be covered by your massive weapons platforms instead of racing off and being wiped out, when the enemy fleet has a high-value target ship that you want destroyed at all costs. You could actually do this now for space battles with tactical (hot seat) if both players fully cooperated, but it would be a pain in the neck. And of course, this won't work for PBW. For planet battles, you can't do it now no matter what. |
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