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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
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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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December 5th, 2003, 01:22 AM
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Corporal
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Join Date: Jun 2003
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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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