|
|
|
|
|
February 20th, 2005, 12:50 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
The posted zip has been updated again.
You will need the imagemod CombatPack v11, which has also been updated with 25 new beam animations.
- New planetsizes. Adjusted domed/breathable stats. Micro moons added. Random colonies will now have +50% to population limit or -20% (approx) facility space.
- Added training facilities and medical facilities.
- Updated weapon animations.
__________________
Things you want:
|
February 20th, 2005, 04:07 PM
|
|
Captain
|
|
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Carrier Battles Mod
Still no luck with the AI, I will be out of town all day, but when I get back I will spend an hour or two trying to get something working.
|
February 21st, 2005, 03:51 AM
|
|
Brigadier General
|
|
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Carrier Battles Mod
SJ, found some stuff, don't know if bugs or whatever
1st, built DD (150) and ftr, in design, does not show attack, defense, fighter etc, only Boarding ship, Space yard, heavy Bomber, civil defense base and elite troop. so unable to give them right type of design, or doesn't it matter ?
2nd built Basic ftr. shows I have to have 5% cargo, only thing listed is supply pod, I put l on and warning went away, then after I put the cockpit etc on, l ftr combat drive X, 1 arm, 1 shield, there was only 5kt left, no room for weapon. So I took off armor and shield, left enough only for the em capital missle which only fires once. no other weapon listed small enough to be put on the ftr. other then the em missles, everything else was listed at 50-150, ftrs to small for that cost.
3rd. Built DD (150), only weapons it was capable of using were missles after you put armor and shields on it. All the beam weapons other then missles, were in the 50-100 range. to big for the DD. Is this supposed to be this way.? If you strip everything off the DD, you might get 1 or 2 beam weapons only, no room for anything else.
example; DD built, had 2 arm, 2 shields, 1 anti missle missle, l anti ftr cluster missle, l anti ftr missle, 1 cap ital missle. no room for beam weapon you could eliminate some and maybe put a DUC on it, but eveything else 100-150 again don't know if this is the way its supposed to be.
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
|
February 22nd, 2005, 01:44 AM
|
|
Captain
|
|
Join Date: Jun 2001
Location: Oh, I\'m out there
Posts: 805
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Carrier Battles Mod
Use mounts for fighter weapons.
|
February 22nd, 2005, 07:03 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
Hi Mac.
The first one there:
You can click "add new type" when you're selecting a design type. The type names are arbitrary and have no effect on the game other than to sort your designs into handy categories when building and designing.
I have improved the default types in the latest version, though.
The rest, ZA's got it.
You have to choose a weapon mount. The guns range from 20mm to 100mm, with accuracy bonuses on the small guns, and range bonuses on the big guns.
The 20mm mount guns will cost only 1-3kt of space, so there will be plenty of room for them.
__________________
Things you want:
|
February 23rd, 2005, 01:45 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Carrier Battles Mod
Updated again. Now 150kb.
- fixed some family conflicts.
- lobotomized AI files to the point where they don't cause errors on startup. They also do not cause crashes if you hit end turn with AIs in the game.
- Split the carrier's fighterbay/cargo requirement. Fighter bays no longer count towards the cargo requirement, and the numbers have been adjusted accordingly.
- Fixed default design types. Its pickier than I thought about spacing.
- Added a fifth support ship hull size, 250kt.
- Added AI tags for handy components. List of Tags can be found at the top of components.txt, and in-game with the component ability description (description will be removed when the mod is done).
__________________
Things you want:
|
February 25th, 2005, 02:25 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|
February 27th, 2005, 11:19 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|
March 1st, 2005, 08:46 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|
March 1st, 2005, 09:17 PM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Carrier Battles Mod
Quote:
Suicide Junkie said:
News:
I'm currently trying out a new planet storage system.
...
|
Oooo, I like this. I like this a lot. I wonder if we should suggest something like this for stock SE5?
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
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
|
|
|
|
|