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June 15th, 2002, 05:52 AM
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Great Naval Battles v 1.0 released!
Check it out on the Mod forum......
6.22MB, with no AIs....
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June 15th, 2002, 06:52 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Great Naval Battles v 1.0 released!
For the lazy surfers:
See the data mod thread
And get:
GreatNavalBattles.zip
Then patch with:
GNB-MountsPatch.zip
[ June 15, 2002, 05:55: Message edited by: Suicide Junkie ]
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June 15th, 2002, 07:16 AM
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Re: Great Naval Battles v 1.0 released!
Great Naval Battles Mod v1.0 (PBEM ONLY!)
for SE IV Gold Patch 1
This has nonexistent AI, so I suggest you
use it with a friend. You are free to work
with it to fix the AI, as I'm not a L33t
AI modder. Some parts of the mod are
unfinished, and I decided to stop keeping
this on my HDD for my own self-gratification
and throw it out to the cruel, cruel world
after a years' worth of gestation.
This is intended to be a quick generalization
of 20th Century Naval Combat, from dreadnoughts
with 16 inch guns to today's modern cruisers
with 200 VLS cells full of missiles (simulated
with microdrones).
Report any bugs or tell me if you're going
to work on the AI to rrc3813@yahoo.com
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June 15th, 2002, 07:22 AM
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Shrapnel Fanatic
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Re: Great Naval Battles v 1.0 released!
Fill us in, what exactly is the mod?
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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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June 15th, 2002, 07:31 AM
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Re: Great Naval Battles v 1.0 released!
D'oh! found a minor 1 space bug in my UPDATED
CompEnhancements file.....
Here's the WORKING Version...(sigh)
http://cgibin.erols.com/ryanwolf/CompEnhancement.txt
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June 15th, 2002, 07:33 AM
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Re: Great Naval Battles v 1.0 released!
Quote:
Originally posted by Atrocities:
Fill us in, what exactly is the mod?
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It's in a rough state, but it is an attempt
to recreate the "feel" of Naval combat
from 1906 to 2002, and this is the first
mod to support microdrones as missiles, I think.
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June 15th, 2002, 07:36 AM
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Shrapnel Fanatic
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Re: Great Naval Battles v 1.0 released!
It like what your doing.  Nice naval image at start up. I did however encounter a few errors created by the nutrual players.
LOOKIE
I got a lot of them, but I figure you'll get the jist from this.
BTW, nice work, another fine mod to add to my collection. 
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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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June 15th, 2002, 06:15 PM
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Re: Great Naval Battles v 1.0 released!
Quote:
Originally posted by Atrocities:
It like what your doing. Nice naval image at start up. I did however encounter a few errors created by the nutrual players.
I got a lot of them, but I figure you'll get the jist from this.
BTW, nice work, another fine mod to add to my collection.
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Well, like I said below, v1.0 of GNB is PBEM
only, with no AI at all...I changed too much
around. I might release a 1.01 patch in a few
days fixing:
Worthless Weapon Platforms: Due to MM not making
a Ship/Base/Weaponsplatform tag, in order
to remove all the full sized components from the
Drone section, I had to make copies of all
components for the weapons platforms...I have
to copy a LOT of stuff, and that is time consuming.
Rudimentary AI: I'll try and make a simple
AI that works with the game and copy it to
the other 20 racial slots. Everyone in the game
will now act the same, but you won't be getting
those errors.
Minor Hull Changes: The ship hull sizes
will remain the same, but engines per move will
be tweaked to fix inconsistencies, and I will
see about adding some "special" abilities to
the smaller hulls like Destroyer and Destroyer-Escort
to make them viable in the mid-to-late game, where
everyone has l33t battleships.
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June 17th, 2002, 10:09 AM
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Re: Great Naval Battles v 1.0 released!
Does everyone want a beta Version of the next
GNB patch, 1.01?
A few new ships are added to 1.01, torpedoes
go back to being non-microdrone as a seeking
weapon, a Rudimentary AI for the Abbidion
is being worked on, special advantages are
implemented mostly, with small ships gaining
an automatic combat move bonus, making smaller
ships worthwhile in the later game, and allowing
me to correctly implement battlecruisers.
Contrary to SE IV's default hull sizes,
Battlecruisers in real life were both bigger
AND heavier than contemptorary battleships,
due to the increased space needed for boilers
and fuel to keep them running. Quite a big
price to pay for 5 knots of extra speed with
the WWI battlecruisers, and 10 knots of extra
speed with the Hood.
I'm sorry to all of you for posting this mod
in such an incomplete state, but I felt it
was the best way to 'light a fire' under my
@$$, to force me to WORK on the mod and
get it finally finished after over a year's
of playing around.
[ June 17, 2002, 09:11: Message edited by: MKSheppard ]
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June 17th, 2002, 04:42 PM
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General
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Re: Great Naval Battles v 1.0 released!
Sounds like a cool concept for a mod. A few things:
-You might want to wait for the next game patch before doing any more modding: I think you'll find the forthcoming changes to mounts very useful. (Might save you some work)
-There's nothing to stop you changing *all* the graphics to a naval theme, IE seascape instead of stars in the background, islands / ports instead of planets. You might have to manually create your own maps for it to make sense. You could. Not sure how you'd justify warp points, either...
-The space vikings are a nice boaty- themed (ish) shipset. Might be good for your mod (although it sounds like you're not interested in "antique" naval warfare)
-That would be a cool mod though... Imagine starting with nothing more than wooden ship technology and no weaponry. The you have to research your way through ramming hulls and catapults and cannons, metal hulls, steam ships and modern engines, all the way up to submarines (cloaked), aircraft carriers, long-range missiles and maye even some future tech that is now only on the drawing board.
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