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Deathstalker Modd Version 1.3
I have uploaded the newest Version of the Deathstalker Modd (1.3) to the uploads section. It is still a 'beta' due to the fact that various values may need to be tweaked (wpn damage or cost etc) as they are mostly fine for me but someone else might just look at a weapon/component and go ?????!!!!! (Like the Asteroid Sling, potential with mounts to do above 1k damage with one shot, wich is balanced by its size and ship sizes going to 5000k).
This has been way fun to do, don't know how many people have tried it/liked it (I know a few people have emailed me and kept me at it, thanks for the support http://forum.shrapnelgames.com/images/icons/icon7.gif ) Previews of added 'Stuff' Name := Transdimensional Cannon I Description := Beam fired from more than one dimension at once. Ignores shields and armor. +30% To Hit. Pic Num := 233 Tonnage Space Taken := 30 Tonnage Structure := 45 Cost Minerals := 800 Cost Organics := 100 Cost Radioactives := 500 Vehicle Type := Ship\Base\Sat\WeapPlat Supply Amount Used := 5 Restrictions := None General Group := Weapons Family := 7032 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Transdimensional Cannon Tech Level Req 1 := 1 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets Weapon Damage At Rng := 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Skips Shields And Armor Weapon Reload Rate := 3 Weapon Display Type := Torp Weapon Display := 9 Weapon Modifier := 30 Weapon Sound := wavegun.wav Name := Gith-Tael Engineer Corps Description := Crew of Gith-Tael, well versed in engine technology. Can get the best preformance out of any engine system.(One per Vehicle) Pic Num := 279 Tonnage Space Taken := 10 Tonnage Structure := 20 Cost Minerals := 2000 Cost Organics := 50 Cost Radioactives := 1000 Vehicle Type := Ship\Base Supply Amount Used := 0 Restrictions := One Per Vehicle General Group := Vehicle Control Family := 9866 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Mercinary Tech Tech Level Req 1 := 3 Number of Abilities := 3 Ability 1 Type := Combat Movement Ability 1 Descr := Combat 'Afterburners', gain 2 combat movement points. Ability 1 Val 1 := 2 Ability 1 Val 2 := 0 Ability 2 Type := Combat To Hit Defense Plus Ability 2 Descr := Gives a 10% defense bonus in combat (only 1 component per ship effective). Ability 2 Val 1 := 10 Ability 2 Val 2 := 0 Ability 3 Type := Boarding Defense Ability 3 Descr := Mercinary will defend also {Value:10}(all stations on ship will be used for defense). Ability 3 Val 1 := 10 Ability 3 Val 2 := 0 Weapon Type := None := 86 Name := Hard Polaron Beam I Description := Multi-Phasic Gamma/Polaron beam which can penetrate any shields. +10% To Hit. Pic Num := 224 Tonnage Space Taken := 30 Tonnage Structure := 30 Cost Minerals := 800 Cost Organics := 0 Cost Radioactives := 500 Vehicle Type := Ship\Base\Sat\WeapPlat Supply Amount Used := 10 Restrictions := None General Group := Weapons Family := 7032 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Phased-Energy Weapons Tech Level Req 1 := 10 Number of Abilities := 0 Weapon Type := Direct Fire Weapon Target := Ships\Planets\Ftr\Sat Weapon Damage At Rng := 40 40 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Skips All Shields Weapon Reload Rate := 2 Weapon Display Type := Beam Weapon Display := 18 Weapon Modifier := 10 Weapon Sound := ppbeam.wav Weapon Family := 8 Name := Decoy Missile I Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself. Pic Num := 156 Tonnage Space Taken := 10 Tonnage Structure := 10 Cost Minerals := 75 Cost Organics := 0 Cost Radioactives := 75 Vehicle Type := Ship\Base\Sat\WeapPlat Supply Amount Used := 0 Restrictions := None General Group := Weapons Family := 7034 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 2 Tech Area Req 1 := Missile Weapons Tech Level Req 1 := 1 Tech Area Req 2 := Military Science Tech Level Req 2 := 2 Number of Abilities := 0 Weapon Type := Seeking Weapon Target := Ships\Planets Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 Weapon Damage Type := Normal Weapon Reload Rate := 1 Weapon Display Type := Seeker Weapon Display := 1 Weapon Modifier := 0 Weapon Sound := capshpms.wav Weapon Family := 87 Weapon Seeker Speed := 12 Weapon Seeker Dmg Res := 25 Name := Planetary Defense Grid I Description := Massive shield generators and weapons which protect an entire planet during combat. Facility Group := Shields Facility Family := 54 Roman Numeral := 1 Restrictions := None Pic Num := 11 Cost Minerals := 15000 Cost Organics := 1000 Cost Radioactives := 10000 Number of Tech Req := 1 Tech Area Req 1 := Planetary Defense Tech Level Req 1 := 1 Number of Abilities := 3 Ability 1 Type := Planet - Shield Generation Ability 1 Descr := Generates 3000 pts of shielding for the planet during combat. Ability 1 Val 1 := 3000 Ability 1 Val 2 := 0 Ability 2 Type := Damage Modifier - System Ability 2 Descr := Gives a 5% damage bonus to all of our weapons used in this system (only 1 facility per system effective). Ability 2 Val 1 := 5 Ability 2 Val 2 := 0 Ability 3 Type := Cargo Storage Ability 3 Descr := Provides 600 extra unit spaces on a planet. Ability 3 Val 1 := 600 Ability 3 Val 2 := 0 Name := Shrine of Knowledge I Description := Shrine to the Oracle of Knowledge, increases Research within a system. Facility Group := Religious Facility Family := 31 Roman Numeral := 1 Restrictions := None Pic Num := 21 Cost Minerals := 8000 Cost Organics := 5000 Cost Radioactives := 8000 Number of Tech Req := 1 Tech Area Req 1 := Religious Technology Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := System Point Generation Modifier - Research Ability 1 Descr := Increase all research in a system by 5% (only 1 facility per system effective). Ability 1 Val 1 := 5 Ability 1 Val 2 := 0 And LOTS more! http://forum.shrapnelgames.com/images/icons/icon7.gif [ 05 February 2002: Message edited by: Deathstalker ] [ 05 February 2002: Message edited by: Deathstalker ]</p> |
Re: Deathstalker Modd Version 1.3
Hi Deathstalker, always love your stuff! Out of curiosity, though, how does the current/ModPack AI handle all the new changes? Or is most of the newtech human-only?
Can't wait to try it out! zen |
Re: Deathstalker Modd Version 1.3
Zen, most of the 'Human only' stuff you have to research, the computer AI does handle most of it well. The biggest thing is for the organic engine parts, due to the fact that they regenerate se4 mistakes them for organic armor and you may see ships with 8 engines or a base with engines (just think of it as a creature with vestigel legs...). Most of the tech that drives the AI nuts I have put into research areas it will not use unless told to in the AI scripts. The other stuff (deflector screens, 1kt armor patches etc it will use just fine).
And any AI that has the '9999' option in the research txt file will research stuff up to its max level (ie will build ships up to 5000kt, use nanite armor etc). I have tried to keep this as AI friendly as possible, if only se4 kept to the 'one per ship' rule only and max engine rule than everything would be fine http://forum.shrapnelgames.com/images/icons/icon9.gif (as it is give a component a 'bridge' ability and a 'armor regeneration' ability and you may see a ship with 6 or more bridges...ugh!) Glad to hear you like it http://forum.shrapnelgames.com/images/icons/icon7.gif |
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