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Old February 6th, 2002, 01:25 AM
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Default Deathstalker Modd Version 1.3

I have uploaded the newest Version of the Deathstalker Modd (1.3) to the uploads section. It is still a 'beta' due to the fact that various values may need to be tweaked (wpn damage or cost etc) as they are mostly fine for me but someone else might just look at a weapon/component and go ?????!!!!! (Like the Asteroid Sling, potential with mounts to do above 1k damage with one shot, wich is balanced by its size and ship sizes going to 5000k).

This has been way fun to do, don't know how many people have tried it/liked it (I know a few people have emailed me and kept me at it, thanks for the support )

Previews of added 'Stuff'

Name := Transdimensional Cannon I
Description := Beam fired from more than one dimension at once. Ignores shields and armor. +30% To Hit.
Pic Num := 233
Tonnage Space Taken := 30
Tonnage Structure := 45
Cost Minerals := 800
Cost Organics := 100
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 7032
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Transdimensional Cannon
Tech Level Req 1 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 10 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips Shields And Armor
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 9
Weapon Modifier := 30
Weapon Sound := wavegun.wav


Name := Gith-Tael Engineer Corps
Description := Crew of Gith-Tael, well versed in engine technology. Can get the best preformance out of any engine system.(One per Vehicle)
Pic Num := 279
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 2000
Cost Organics := 50
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 9866
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mercinary Tech
Tech Level Req 1 := 3
Number of Abilities := 3
Ability 1 Type := Combat Movement
Ability 1 Descr := Combat 'Afterburners', gain 2 combat movement points.
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Ability 3 Type := Boarding Defense
Ability 3 Descr := Mercinary will defend also {Value:10}(all stations on ship will be used for defense).
Ability 3 Val 1 := 10
Ability 3 Val 2 := 0
Weapon Type := None
:= 86


Name := Hard Polaron Beam I
Description := Multi-Phasic Gamma/Polaron beam which can penetrate any shields. +10% To Hit.
Pic Num := 224
Tonnage Space Taken := 30
Tonnage Structure := 30
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 500
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 10
Restrictions := None
General Group := Weapons
Family := 7032
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Phased-Energy Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat
Weapon Damage At Rng := 40 40 30 30 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Skips All Shields
Weapon Reload Rate := 2
Weapon Display Type := Beam
Weapon Display := 18
Weapon Modifier := 10
Weapon Sound := ppbeam.wav
Weapon Family := 8

Name := Decoy Missile I
Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself.
Pic Num := 156
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 75
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 7034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 87
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 25


Name := Planetary Defense Grid I
Description := Massive shield generators and weapons which protect an entire planet during combat.
Facility Group := Shields
Facility Family := 54
Roman Numeral := 1
Restrictions := None
Pic Num := 11
Cost Minerals := 15000
Cost Organics := 1000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Planetary Defense
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Planet - Shield Generation
Ability 1 Descr := Generates 3000 pts of shielding for the planet during combat.
Ability 1 Val 1 := 3000
Ability 1 Val 2 := 0
Ability 2 Type := Damage Modifier - System
Ability 2 Descr := Gives a 5% damage bonus to all of our weapons used in this system (only 1 facility per system effective).
Ability 2 Val 1 := 5
Ability 2 Val 2 := 0
Ability 3 Type := Cargo Storage
Ability 3 Descr := Provides 600 extra unit spaces on a planet.
Ability 3 Val 1 := 600
Ability 3 Val 2 := 0


Name := Shrine of Knowledge I
Description := Shrine to the Oracle of Knowledge, increases Research within a system.
Facility Group := Religious
Facility Family := 31
Roman Numeral := 1
Restrictions := None
Pic Num := 21
Cost Minerals := 8000
Cost Organics := 5000
Cost Radioactives := 8000
Number of Tech Req := 1
Tech Area Req 1 := Religious Technology
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := System Point Generation Modifier - Research
Ability 1 Descr := Increase all research in a system by 5% (only 1 facility per system effective).
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0


And LOTS more!

[ 05 February 2002: Message edited by: Deathstalker ]

[ 05 February 2002: Message edited by: Deathstalker ]

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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
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  #2  
Old February 6th, 2002, 07:11 PM
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Default Re: Deathstalker Modd Version 1.3

Hi Deathstalker, always love your stuff! Out of curiosity, though, how does the current/ModPack AI handle all the new changes? Or is most of the newtech human-only?

Can't wait to try it out!

zen
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  #3  
Old February 6th, 2002, 08:49 PM
Deathstalker's Avatar

Deathstalker Deathstalker is offline
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Default Re: Deathstalker Modd Version 1.3

Zen, most of the 'Human only' stuff you have to research, the computer AI does handle most of it well. The biggest thing is for the organic engine parts, due to the fact that they regenerate se4 mistakes them for organic armor and you may see ships with 8 engines or a base with engines (just think of it as a creature with vestigel legs...). Most of the tech that drives the AI nuts I have put into research areas it will not use unless told to in the AI scripts. The other stuff (deflector screens, 1kt armor patches etc it will use just fine).

And any AI that has the '9999' option in the research txt file will research stuff up to its max level (ie will build ships up to 5000kt, use nanite armor etc). I have tried to keep this as AI friendly as possible, if only se4 kept to the 'one per ship' rule only and max engine rule than everything would be fine (as it is give a component a 'bridge' ability and a 'armor regeneration' ability and you may see a ship with 6 or more bridges...ugh!)

Glad to hear you like it
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
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