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November 27th, 2003, 04:08 AM
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Corporal
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Join Date: Nov 2002
Location: Vancouver, Canada
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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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November 27th, 2003, 06:08 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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November 28th, 2003, 04:13 AM
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Corporal
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Join Date: Aug 2003
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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
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November 28th, 2003, 04:27 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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.  That, and I don't think that setting modifies how much damage it takes to kill facilities.
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November 28th, 2003, 07:04 AM
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Corporal
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Join Date: Aug 2003
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Re: Planetary Assault Mod
Quote:
Originally posted by Imperator Fyron:
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.
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Ah, did not know that. Bummer.
Quote:
That, and I don't think that setting modifies how much damage it takes to kill facilities.
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Yeah, to make it work you'd also need to go through the facilities data files and make them all tougher - but the "1 shot kills 1 pop" thing you mentioned above pretty much ruins that idea anyway.
SpaceBadger
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November 29th, 2003, 07:10 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Planetary Assault Mod
all fine for small colonies and domes, with the one shot one pop kill. I like the porportions method of having shield generation for large distributed planetary facilities - homeworlds are basically immune to early game weapons, and you could combine something like this with your planetary assault mod.. of course, seekers become a problem with cultural centers, so its a trade off there.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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December 1st, 2003, 01:16 AM
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Corporal
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Join Date: Jun 2003
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Re: Planetary Assault Mod
I like Proportions, too. I think Proportions is a major departure from the original game, and I was trying to stick closer to unmodded (at least for this mod. Rather than making planets more powerful, I want to make it necessary to bring along specialized ships to take care of planets. For a planetary attack to be effective you'd have to bring troopships or planetary weapons ships. I also wanted to avoid the massive problem of conquering a Proportions homeworld.
As for the AI, I haven't run any long tests yet. I was mostly just checking for errors and bugs.
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