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February 25th, 2005, 02:25 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
http://imagemodserver.mine.nu/other/...ttles_beta.zip
Updated again.
- Tweaked cluster missiles to be a little more inefficient.
- Added more facilities, including some legacy cities for the homeworlds.
- Added AI tags to the resource facilities, and extended the tree a bit.
- Added Planet Plague intel attacks.
- Enhanced existing intel projects. Some log message enhancements, plus with +2 levels in applied intel, you get a "Stealth" version of the project. This allows you to attack without the enemy knowing it was you.
- Switched to the "Active Defense" style counter-intel. Counter intel is now "destroy intel project" instead of the standard defence. Increased levels in applied intel increase the stealth factor of defense from 0% to 80% to 95% to 100% at level 4.
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February 27th, 2005, 11:19 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Carrier Battles Mod
After some live testing thanks to Combat Wombat:
- Fixed another component family conflict
- Fixed roman numerals on medical labs
- Reduced build rate of medium start Spaceyards.
- Roughly doubled the thrust from engines.
- Fixed some intel op tech requirements.
PS:
There is also a readme file attached with the mod, which lists the critical differences, and the things you're most likely to have trouble with. It also includes some hints and tips at the bottom, in case you need them.
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March 1st, 2005, 08:46 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
News:
I'm currently trying out a new planet storage system.
Most planets will start with only a few thousand cargo spaces.
That'll be good for only a handful of troops and fighters.
Now, most facilities will have some amount of cargo space ability. Build farms, you can feed lots of troops. Build almost anything and your increase in infrastructure allows some more troops.
Build a city facility, and your support limit rises even more.
There are also military base facilities, which provide tons of extra storage space, and are good for staging areas or frontline planets which may come under attack.
---
I've got back and corrected the stock Methane bug in secttypes.txt.
Currently I'm working to improve the value of Ice to something at least reasonably fair.
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March 1st, 2005, 09:17 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
News:
I'm currently trying out a new planet storage system.
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Oooo, I like this. I like this a lot. I wonder if we should suggest something like this for stock SE5?
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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March 1st, 2005, 09:26 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Carrier Battles Mod
I have to agree, this is a brillant idea.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 2nd, 2005, 12:17 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Carrier Battles Mod
Wow!
This map analysis looks pretty fair to me. 
Ice/Rock are equivalent in all categories.
Gas overcomes a facility deficit with population bonuses to end with an equal resource production.
Micro and tiny moons give the vaccuum breathers back what they lose in the larger planets.
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March 2nd, 2005, 02:49 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Carrier Battles Mod
I like that idea. Finally, an easy way to represent a planet's infrastructure.
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