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February 14th, 2005, 05:50 PM
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Major General
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Join Date: Jan 2005
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Re: Capship Mod
Problem with that is: I've added Large-Scale Gatling Cannons and Heavy Vulcan Autocannons that fire really fast... will do the supply thing tho, but remember: projectiles are relatively weak in comparison to energy weaps (especially anti-capship weaponry... 1K consistent damage on a range of approx. seven. OMFG) and you still have torps to take up the middle.
So the basic weapon usage layout would be:
-Early game: Projectile, perhaps early Torps, perhaps early Beams
-Middle game: Projectile, Torps, stronger Beams
-Late game: advanced Projectile, minor usage of Torps and large-scale Beam weapon deployment
Still a [censored] pity of the GC...  realy wanted to add that Artillery. Oh well. Back to the drawing board then. Will have to make the Artillery space-based long-range heavy weaponry...
Damage(approx):
0 0 0 1K25 1K 1K 750 750 500 500 250 250 250
and:
0 0 0 0 0 1K5 1K5 1K25 1K25 1K25 1K 1K 1K 1K 1K
and:
0 0 0 250 250 0 0 0 0 0 2K 1K75 1K5 1K25 1K
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 14th, 2005, 07:10 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Capship Mod
Check out GritEcon mod.
http://imagemodserver.mine.nu/other/...Mods/GritEcon/
It has infantry, tanks, and artillery. Infantry do piddly damage, but have tons of hit points. Artillery do must more damage, but have piddly hit points. Tanks do less damage than artillery and have fewer hit points than infantry. You need infantry to soak up damage, but you need heavy vehicles to do any real damage.
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February 14th, 2005, 11:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Capship Mod
Plus, build costs go up rapidly with increasing size.
You can easily throw 10,000 infantry around in multiple major planetary assaults, and throw a few thousand light tanks in to back them up, but you have to carefully hoard your couple hundred heavy tanks and save them for the important battles.
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February 20th, 2005, 12:19 PM
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Major General
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Re: Capship Mod
Am currently working to update Capship for Imagemod in the latest version (Components 24b) and it's a major PITA. I seem to have overwritten one Capship pic, and am trying to find its counterpart (it was modified from the Proportions energy rifle) and recreate it. Also need to scale down all images *AGAIN* to fit them into Components... then need to give a fair portion of the comps a new pic (as I worked with a slightly modified Proportions comp set until now, so I need to find *ALL* comps with Proportions/custom images... and find their new counterparts...
As I said, real PITA.
I'm considering sending in some/all of my new custom pics as comp additions for Imagemod. Also wish to thank DEG for making such excellent pics... I took some pics from the old Avatar Emporium (none used, to my knowledge) and used them as infantry pics. Also thanks to DeadZone for pointing me to a page full of info about the M109 - the artillery unit in his avatar - where I found excellent tank/artillery/mech infantry pics.
No new versions anytime soon, as I've just started re-adding armor - in a major fashion. Already have several types of armor, and that's just low-tech. Planning to add an entire Armor tech TREE - and a Xeno-Science/Xeno-Technology tech tree, which gives access to exotic technologies that are expensive but powerful.
This is beginning to sound like a blog entry.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 20th, 2005, 04:46 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Capship Mod
Why not just submit these new images to the Image Mod and save yourself the trouble of redoing them for future image mod updates?
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February 20th, 2005, 05:47 PM
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Second Lieutenant
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Join Date: Mar 2004
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Re: Capship Mod
Just a question but how large is the largest ship in your mod???
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March 14th, 2005, 11:13 AM
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Major General
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Re: Capship Mod
Realism is NOT playable, and I've given up on it for now. The main reasons why you would build the early SLVs and RLVs is completely negated by the game code. If SEV allows you to mod the amount of units a planet can launch, I will restart it, but if not it's dead.
As for Capship, the latest version is a few pages back (0.801). Am currently working on the armor system, though I may think I've gone a little too far..... as it is you can have really strong armor by the time you can build Battle Destroyers (or earlier). Am thinking about giving all shield gens shield regen ability to allow for a tradeoff; armor is EXTREMELY tough but you will get through, and shields regenerate themselves.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 19th, 2005, 12:13 PM
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Major General
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Re: Capship Mod
Oh. Well, thanks. I'll remove it rightaway.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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March 9th, 2005, 10:04 AM
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Major General
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Re: Capship Mod
It can take a slow ship MONTHS to traverse a solar system, but small, super-fast probes could easily reach those ships in time, so there'd be no lag game-technically speaking..... and there's no way to simulate it.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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March 14th, 2005, 09:33 AM
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Major General
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Join Date: Nov 2004
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Re: Capship Mod
IT LIVES!
Anyway, can someone link me to a download of this mod? 
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