Thread: grit-tech
View Single Post
  #56  
Old February 21st, 2003, 02:32 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: grit-tech

Version 0.25 is here! let me know what you think.

still need to finish tweaking units. have not included the bio-chemical weapons in this Version, but all the other components are compatable with them. (i.e. control components, boarding parties, and security stations will be destroyed by them).

I have also added "commercial" components, which can produce resources from deep space. inspired by P&N resource bases. these fit on space platforms, and dominate the entire platform. they do not require a unique or specalized base type, and they can not be abused on other hulls. Im very happy with how they have turned out.

I have expanded all the tech levels, except for a couple. The mod is now almost completely playable, there are just a few additions that need to be made.

FYI, here is my current hit list for things to fix:

- add null-abilities that carry descriptions for those weapons that have to hit bonuses.
- doube check organics consumption of facilities.
- add em active and passive sensors
- add component levels to missiles and torps
- re-vamp mine warhead types, to match missiles and torps
- re-vamp planetary weapons
- add missile and troop weapons
- fix up drones
- re-balance reinforcing bulkheads

edit: oops, how about a link
1045787756.zip

[ February 21, 2003, 00:37: Message edited by: Puke ]
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote