.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 4th, 2005, 10:09 AM
Wolfman77's Avatar

Wolfman77 Wolfman77 is offline
Sergeant
 
Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
Thanks: 0
Thanked 0 Times in 0 Posts
Wolfman77 is on a distinguished road
Default Re: SE II mod

I didn't know 0Kt damage ment they never got destroyed. I thought they were just last to be hit, which is what I wanted for the control center. It's only function is supposed to be to get SE IV to give it full movement untill the ship is destroyed. Maybe I'll have to go with a damage of 1 instead.

I was thinking the same thing about the shields, hull and armor, I wanted my first draft to resemble SE II as much as possible, just to see what worked and what didn't.

Shields needed a SY in SE II to be repaired. 1 shield/component repaired, so replacing the shield with the armor ability should work like I want.

Yes the movement was intentional, I just forgot to point it out. SE II systems were 9 spaces across, SE IV are 13, the math works out pretty close.

The L2 science bay is expensive to use us the starting resources. If you play with 5000 starting resources, converting 5000 minerals and radioactives into organics, you have 6000 organics to start with. Add 2000 more minerals converted to organics, gives you 6200, the cost to reaserch level two.

Spelling is not my strong point. Feel free to let me know where I messed up.
Reply With Quote
  #2  
Old October 4th, 2005, 12:07 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: SE II mod

The chance of a component getting hit is (hitpoints) / (total ship hp)

Zero hitpoints = never hit.
never hit = never destroyed
at least 1 intact component = ship dosen't blow up.

Once all the other components are gone, your ship wreck tends to become etherial.
Reply With Quote
  #3  
Old October 5th, 2005, 10:37 AM
Wolfman77's Avatar

Wolfman77 Wolfman77 is offline
Sergeant
 
Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
Thanks: 0
Thanked 0 Times in 0 Posts
Wolfman77 is on a distinguished road
Default Re: SE II mod

OK, I fixed a few things. Shouldn't have invincible ships anymore. Fixed the spelling of research (hope I got them all). Changed shields to armor ability, dropped armor and hull comps.

Please let me know if you find anything else.
Attached Files
File Type: zip 385185-SEIIism011.zip (414.3 KB, 98 views)
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:01 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.