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  #1  
Old November 27th, 2003, 06:08 AM
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Fyron Fyron is offline
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Default 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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Old November 28th, 2003, 04:13 AM

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Default 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?

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Old November 28th, 2003, 04:27 AM
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Default 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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Old November 28th, 2003, 07:04 AM

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Default 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.
Ah, did not know that. Bummer.

Quote:
That, and I don't think that setting modifies how much damage it takes to kill facilities.
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.

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Old November 29th, 2003, 07:10 AM
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Default 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.
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Old December 1st, 2003, 01:16 AM

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Default 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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Old December 5th, 2003, 01:22 AM

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Default Re: Planetary Assault Mod

Initial testing shows the AI attacking planets and causing 0% damage. Haven't seen any troop building yet. I'm wondering how to make the AI not attack when it doesn't have the weapons/troops to do anything to a planet, or to at least try blockading for some time. The hit and run attacks won't work. Any suggestions?
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