.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
  #71  
Old July 30th, 2003, 12:11 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
Question: If sattelite's had fast, long range missiles would that counteract the disadvantages of putting them on a planet (ie they will probably end up on the wrong side)

What is the max speed you can put on a missile?

Loser, I think you forgot the answer to "Can a ship ram a planet?" in your post.
I think satellite mounts with longer range and to-hit bonuses is a better solutuion.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #72  
Old July 30th, 2003, 12:14 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
Ok, thanks for the tips.

Any suggestions on how to create a balance between weapon platforms and normal weapons not being able to target them? I want them to still be able to defend the planet, but make be only one tool. I want layered defense of fighters, sats, mines, and weapon platforms. I see the attackers using dedicated anti-planet ships, fighter bombers, and assault troop landers.

I'd consider removing WP's entirely or making them only PD, but then the dedicated anti-planet ships can waltz in untouched (except for mines, defending fighters and sats, I guess). Would making all planetary assault weapons seekers work? This would add a new level to the Seeker/PD race, I suppose.
Proportions mod have very tough planet defences. Go and try to take over Proportion' Homeworlds
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #73  
Old July 31st, 2003, 03:48 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

I finished some test components for the Psychology mod and tried them in a game. All of my techs showed up. Some of my ship comps showed, some didn't. My fighter comp showed.None of my troop comps showed. None of my facilities showed.

What did I do wrong?
Reply With Quote
  #74  
Old July 31st, 2003, 04:59 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: Psychology mods? Increasing the role of troops?

Probably you've got a double-blank line in your text file.

Make sure you've only got exactly one blank line between components/facilities/etc

The other possibility is you've just got "Show only latest" on, and haven't changed the component families to unique values.
Reply With Quote
  #75  
Old July 31st, 2003, 09:44 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

I've just started using the SE4 Modder by DavidG. It's awesome, and it makes it much easier to organize. Nice.

I'm putting together some image files for my new comps. It's easy to make the 128x128 bmps, but how do you add the image to the overall components.bmp? How do the numbers work? Am I missing something?

Here's two concept images

Standard Troop
1059680408.bmp

Abomination
1059683009.bmp

[ July 31, 2003, 21:24: Message edited by: KnidVermicious ]
Reply With Quote
  #76  
Old July 31st, 2003, 09:48 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: Psychology mods? Increasing the role of troops?

Those images look a LOT more like they should be part of the shipset, rather than component images.

For component images, try the imagemod, downloadable from the link in my sig.
Reply With Quote
  #77  
Old July 31st, 2003, 09:48 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Psychology mods? Increasing the role of troops?

I suggest you get the Image Mod (linked in my sig) and add your images to be compatible with it, and submit them to the mod. Also, feel free to use any images from it that are appropriate.

You can add new lines to the components.bmp file. The mini is a 36x36 size reduction of the portrait, placed so it matches up to the number of the comp bmp. The Image Mod has a number scale on the side for ease of reference. Basically, the numbering starts in the top right corner, and increments one with each pic to the right, then goes to the next row.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #78  
Old July 31st, 2003, 10:21 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

I have the image mod and it's great. I still want to make my own troop components. I'm creating troops that are single units, basically the cockpit is 10k and contains the armor and weapons. I think this will allow me to create unique unit types without having to futz around with components. You can select one item and have a complete troop. I'm also going to be adding units that have stack bonuses, like the Combat Apothecary. You only build one per force.

Anyhow, I will submit to the Image Mod, but first I want to get them to work in a game so I can see how they look in the game. How do I add images to the components.bmp?
Reply With Quote
  #79  
Old July 31st, 2003, 10:24 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: Psychology mods? Increasing the role of troops?

Just make sure they're the right size, and paste the picture in.

MSPaint does fine, just copy and paste, then line it up with a red or white box.
Reply With Quote
  #80  
Old July 31st, 2003, 10:53 PM

KnidVermicious KnidVermicious is offline
Corporal
 
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
KnidVermicious is on a distinguished road
Default Re: Psychology mods? Increasing the role of troops?

Aha! Got it to work. At least in the modder, anyway.

Thanks SJ and Fyron
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 02:36 PM.


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