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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

Reply
 
Thread Tools Display Modes
  #251  
Old November 11th, 2005, 07:23 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: Carrier Battles Mod

Carrier Battles #7 is looking for a replacement player.

Turn #11;
- Probably a Berzerker empire, and from the stats, it appears to be expanding well.

The player controlling this empire dissapeared from the net just over a week ago, but the empire is doing just fine.
Reply With Quote
  #252  
Old November 11th, 2005, 07:45 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Carrier Battles Mod

Phantom players!
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #253  
Old November 11th, 2005, 08:13 PM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: Carrier Battles Mod

Phantom of the Empire!
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #254  
Old November 11th, 2005, 11:39 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: Carrier Battles Mod

The position has been filled. Thank you.

Also, an update to the CBmod School of Design.
Weapons 101 is now posted, with two classes available.

The 2pm class with Ekolis, and the 8:30am class with SJ
Reply With Quote
  #255  
Old November 20th, 2005, 10:18 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: Carrier Battles Mod

As suggested by Mac on IRC, and probably others too, I've gone and come up with a new type of missile system.
The general idea is that you get to choose what to put on your missiles.

A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!
Reply With Quote
  #256  
Old November 21st, 2005, 12:52 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Carrier Battles Mod

Sweet!
Presumably the bigger, fancier missiles don't actually obsolete the lighter, quicker missiles? That would be a pain...
/me mounts a nuclear missile on a fighter and launches it at the slightly exposed reactor of a battlemoon
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #257  
Old November 21st, 2005, 01:25 AM
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: Carrier Battles Mod

Indeed.
It will be 9 separate families of missile, and research will be available to improve them all (not nessesarily all 9 at once, or just 1 at a time).
Reply With Quote
  #258  
Old November 21st, 2005, 04:07 AM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
A such, I've come up with a 3x3 grid that I like. You get to choose from 3 levels of armoring (none=5hp, light=15hp & heavy =35hp), and three levels of warhead (none=AM/AF, explosive AF/AS, nuclear AF/AS)

Each level up in one of those categories slows down the missile, improves its damage and/or damage resistance, increases cost, supply use, and more as applicable.

I've also mananged to make the anti-missile, anti-fighter and anti-ship damage blend nicely, so the AF and AM missiles don't need to be distinct. In fact, the unarmored explosive missile is right in the middle range where it could reasonably be used against heavy missiles and lightly shielded ships.
I have limited the missiles to the most sensible target types, so you can't fire the slow nukes at missiles(too slow to catch 'em), and you can't fire the wimpy AM missiles at ships (No damage past leaky shields).

Still testing, but quite nifty so far!
I had ideas very similar to this for my Star Fleet Battles mod and the different Drones/Missiles that SFB has...

Very Cool...can't wait...

Kana
Reply With Quote
  #259  
Old November 21st, 2005, 04:15 AM
TurinTurambar's Avatar

TurinTurambar TurinTurambar is offline
Captain
 
Join Date: Nov 2003
Location: At work or sleeping
Posts: 821
Thanks: 1
Thanked 0 Times in 0 Posts
TurinTurambar is on a distinguished road
Default Re: Carrier Battles Mod

So how many games have you guys run with this mod? Still tweaking it? Happy with it? What?

T
__________________
Aa Turam Empire

Geekdom is eternal... you will be assimilated... resistance is futile.

A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp

'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al

"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
Reply With Quote
  #260  
Old November 21st, 2005, 01:09 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: Carrier Battles Mod

I have 6 running games in my PBW list, plus another being run by someone else that I know of.

There two more that are waiting for CBdeluxe before they start.
And at least three have finished already.

The basic idea of the mod is solid, but there are balance tweaks and new features still being playtested in v1.3 version games.
Reply With Quote
Reply

Bookmarks


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 07:58 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.