.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
  #1  
Old April 23rd, 2004, 02:00 AM

Foreman Foreman is offline
Private
 
Join Date: Oct 2002
Posts: 24
Thanks: 0
Thanked 0 Times in 0 Posts
Foreman is on a distinguished road
Default modding questions

How to mod these ideas?? I spent more than 2 weeks on that:

1. orbit bomber - A ship that may help the undergoing ground combat. That means, the forward observing troops report enemy position, and this ship be the supporting artillery.

2. system guarding ships - No wraping, low upkeep system ship. I tried to use 400kt fighter to simulate but the possible target of all weapons become a mess ( Torpedo cannot hit system ship, for example ).

===
My remote mining drones worked perfectly
Reply With Quote
  #2  
Old April 23rd, 2004, 02:22 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: modding questions

I don't think #1 is possible. Sorry. The only way to really help is to fire on the planet to remove weapons platforms before landing troops--your troop transports tend to have a longer lifespan when not under fire.

For #2, you could mod your 400kt fighters, then mod all weapons to fire on fighters (the latest patch made that a lot easier), then add a defensive bonus to regular fighters (to keep weapons like massive-mounted IBs from mowing down thousands of fighters at a time). Since fighters already are cannon fodder, the extra defensive bonus wouldn't hurt. There (unfortunately) isn't any way to implement true system ships--it was planned from the beginning, judging by the data files, but never made it in. There's always SEV, though.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #3  
Old April 23rd, 2004, 04:05 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: modding questions

Quite a few weapons can actually target fighters, such as the APB, which deals a fair amount of damage per kt per turn. (If memory serves right, it comes second of the regular weapons, after the Ripper Beam) If you planned on making such big fighters, you may want to give them the full-sized ECM and CS as well, since their fighter counterparts are only half as efficient as the ship ones. (And possibly an additional defensive bonus, since unlike "proper" ships it wouldn't get any ship training bonus)

As for your first query, the best you would get is an artillery troop (or bomber, the name will not change much), able to deal a fair amount of damage, but with a penalty of some sort. However, range and fire rate do *not* matter in ground battle, so you will need to tweak these bombers with the regular weapons. The SJ mod gives your troops a much higher damage resistance, making the artillery a powerful weapon, but not resistant at all.
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 03:03 AM.


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