|
|
|
 |
|

February 13th, 2005, 07:28 AM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
And... once, I made a long Ability descr, but then ALL THREE ability descrs, the other two of which were one line, were just TOTAL BLACKNESS BEHIND THE BULLET when I rightclicked the comp ingame... y?
edit: OK... so that didn't make much sense.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|

February 13th, 2005, 03:55 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Capship Mod
Quote:
StrategiaInUltima said:
And... once, I made a long Ability descr, but then ALL THREE ability descrs, the other two of which were one line, were just TOTAL BLACKNESS BEHIND THE BULLET when I rightclicked the comp ingame... y?
edit: OK... so that didn't make much sense.
|
Yes, this happens all too often.  It also happens if the component description is long enough to go below the component image... 
|

February 16th, 2005, 03:56 PM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
I know, and I think that about half of the AI files shouldn't pose that much of a problem... I mean, the Design Creation works approximately the same as the Quadrant Types and Happiness (in my eyes). It's just that Research will be a pain in the frickin butt to mod...
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|

February 16th, 2005, 04:03 PM
|
 |
First Lieutenant
|
|
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
About the best way to do the research files for a mod is to play as the race you're working on a few times keeping track of what you research and go with whatever way works out the best. It's a PIA but it's about the only way to go.
__________________
This is the 21st century, right? Then where the hell is my flying car?
|

March 2nd, 2005, 04:34 PM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
Ten units of supplies. I tried using "Attack" to get it to an adjacent square but it wouldn't work.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|

February 12th, 2005, 04:00 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Capship Mod
Quote:
StrategiaInUltima said:
Erm... Nodachi... I've tried three times, but something's wrong - perhaps with my copy of PowerArchiver or with the file or the disk. When I download it it shows up as being 79kB, and it conitnues to say that when I put it on a disk and transfer it to my own computer (I've got no internet connection on my PC, so data transfer has to happen with disks.) but when I open it, it shows only "changelog.txt" as being 200kB and packed as 400kB, and it won't open or extract. Could you plz make a zipfile of your mod and post it again? Perhaps then it'll work...
|
You need WinRar (shareware) or 7-Zip (freeware/open source) to handle RAR files. Zip is such a poor format...
Quote:
StrategiaInUltima said:
but why do ALL facilities generate shields AND regenerate them at the same rate? This way, glassing a homeworld will be IMPOSSIBLE...
|
Glassing a homeworld should be very difficult to do... Glassing planets in stock SE4 is way too easy to accomplish. A decent sized fleet should be able to overcome even large amounts of planetary shielding. Unless, of course, Nodachi gave them 50000000 shield points each or something. 
|

February 14th, 2005, 09:24 AM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
Thnx. I'm not planning to add leaky shields, I'm just going to make projectile (i.e. non-energy) weapons skip all shields, to reflect real life - an incoming laser beam might be scattered by a strong EM field, but a bullet will go right through it. I'll also revise the entire armor system. With everything I've planned for 0.81, I think it'll be quite some time before it's in working order.
edit: Torps will skip normal shields. They're essentially projectiles, but they have strong energy warheads. The projectile will be able to travel through a normal shield, but a phased shield will suck all energy out of the warhead.
Among other things, I'm completely revamping ground combat. Fighter weapons can no longer be placed on troops, now you have infantry, mech infantry, armor detachments, artillery, air units etc.
(Note: Thanks to DEG for making some of the pics I'm using as infantry/officer units... also used two of these to use as new pics for the boarding marines/security forces comps.)
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|

February 14th, 2005, 04:08 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Capship Mod
How about giving projectile weapons 4x damage to shields instead of making them skip all shielding? It would have a similar effect, but it wouldn't render the shields 100% useless... Surely those energy barriers would do something to slow down or deflect projectiles?
How are you planning to balance shield piercing projectiles with energy weapons?
Quote:
What are the Range effects of troop weapons?
|
Troop combat is really primitive. All weapons do damage listed at range 1 every round. Range and rate of fire are irrelevant. There is no distance. Both sides just line up and fire at each other until one side is dead. Make sure to balance all troop weapons with this in mind.
|

February 13th, 2005, 07:08 AM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
Ah... thank you. But, can you make a comp which produces res and intel? I've tried it once, for another (personal) mod, but it didn't work...
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|

February 12th, 2005, 04:28 PM
|
 |
Major General
|
|
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Capship Mod
Hmmm... and the regeneration? That makes it an all-or-nothing hit... and I probably had a corrupted download. The zip file took about seventeen seconds to download, whereas the rar was done instantly. It now works, tho. And my question still stands: can you make weapons with multiple damage types?
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|