View Full Version : Invasion! Beta Discussion
Combat Wombat
January 19th, 2004, 12:08 AM
I have just released Beta .21 of my mod Invasion! and im looking for play testers to help me catch all those pesky problems
You can download the mod from spaceempires.net here:
Invasion! Beta 0.21 (http://www.spaceempires.net/files/cw/Invasion.rar)
If you find any problems go ahead and post them here also any help completeing the ships sets is welcome. Also any random questions about the mod can be asked here too.
I think thats all I wanted to say...
primitive
January 19th, 2004, 02:20 AM
So; what do this mod do that is different from all the other mods. Some info please http://forum.shrapnelgames.com/images/icons/icon7.gif
Wellcome to the Boards BTW.
Combat Wombat
January 19th, 2004, 03:03 AM
Thank you, I was finally convinced to join by Fyron and the gang that hang out on #se4.
The mod adds:
Ships
Mounts
Design Names
Planetary Cloaking Device
Omni-Colony Component
Sounds
Only Point-Defense and a few other special tech tree weapons can target fighters
2 more space yard facility levels
Future plans include:
AI Enhancements
More races
and of couse the stuff I havent thought up yet
[ January 19, 2004, 01:07: Message edited by: Combat Wombat ]
Combat Wombat
January 19th, 2004, 11:09 PM
Here is the update to Beta 0.22 is just data files so its quite small
http://www.spaceempires.net/files/cw/Invasionbeta22.rar
Fixes:
Space Yard IV and V had wrong ability description
Blank Line in systemnames.txt
Fixes engine use by some ships
[ January 19, 2004, 21:10: Message edited by: Combat Wombat ]
Combat Wombat
January 19th, 2004, 11:47 PM
Beta 0.23 Change List:
Added Troop Huge
Added Troop Infantry*
Fixed Rate at which you aquire colony ship techs
Fixed Rate at which you aquire transports ship techs
Removed Probe and Probe Techs**
Removed Sounds***
Fixed systemnames.txt error
Release Date: 1-19-04 or 1-20-04
*Troop Infantry does not require a bridge
**Will be put back when I fix a few problems
***The sounds made the file to big and I decided I didnt like them
[ January 20, 2004, 00:24: Message edited by: Combat Wombat ]
Suicide Junkie
January 20th, 2004, 01:03 AM
Are you going to restrict orbital bombardment in this mod?
Combat Wombat
January 20th, 2004, 01:15 AM
That was a consideration when I started restricting what could shoot at fighters but I decided to not restrict orbital bombardment on the following ideas:
1. We have lasers right now that can hit things from hundreds of miles away imagine what they could have in the future. So the arguement that the atmosphere would prevent energy weapons from being used against the planet from a place in orbit because of atmosphereic distortion is flawed
2. This is geeky but think back to ST:TNG in a few episoids the Enterprise used its phasers to attack something on the planet.
If there is something I missed and did not cover or I missed the whole meaning of your question please say so.
[ January 19, 2004, 23:21: Message edited by: Combat Wombat ]
Combat Wombat
January 20th, 2004, 02:43 AM
Beta 0.23 has been released
http://www.spaceempires.net/files/cw/Invasionbeta23.rar
This is a complete install no previous Versions required. You must have FQM Deluxe installed to play properly
Offical Play Testers:
Renegade13
I am still looking for play testers so if you interested go ahead and say so here
narf poit chez BOOM
January 20th, 2004, 04:19 AM
nice to see you on the forums, Wombat.
Paul1980au
January 20th, 2004, 05:32 AM
I would like to see orbital bombardment altered.
Combat Wombat
January 20th, 2004, 05:40 AM
How do you want it to be altered?
If you want something changed I need to know exactly what you want not just a vauge*sp idea
Examples help
[ January 20, 2004, 03:53: Message edited by: Combat Wombat ]
Combat Wombat
January 20th, 2004, 08:26 PM
Who would be interested in a Invasion! PBW game in the near future?
Combat Wombat
January 21st, 2004, 02:55 AM
Fyron asked me to post the settings so here are the planned settings
Starting resources: 20000
Starting planets: 3
Home planet value: Good
Score display: All
Technology level: Low
Racial points: 5000
Quadrant type: WPL Sparse Mid-Life
Quadrant size: Small
Event frequency: None
Event severity: Catastrophic
Technology cost: Low
Victory conditions: When when ending the game seems to be the humane thing to do
Maximum units: 20,000
Maximum ships: 20,000
Computer players: Hopefully we won't need any
Computer difficulty: High
Computer player bonus: None
Neutral empires: To be decided
Other game settings: No Tactical Combat, No Intelligence Projects
Any questions, comments, or concerns feel free to ask away
Combat Wombat
January 21st, 2004, 03:21 AM
And Last but not least the Version of the mod that we will be using in the PBW game
Beta 0.24 has been released
http://www.spaceempires.net/files/cw/Invasionbeta24.rar
This is a complete install no previous Versions required. You must have FQM Deluxe installed to play properly
Offical Play Testers:
Renegade13
I am still looking for play testers so if you interested go ahead and say so here
Paul1980au
January 21st, 2004, 05:32 AM
Those planned settings sound good even though i am not testing it sounds fair.
Combat Wombat
January 22nd, 2004, 10:22 PM
I need players for Combat Wombat's Invasion PBW game
Some features of Invasion are:
21 Levels of ship construction
From Scouts to Worldships
10 Levels of fighters
From Tiny Carrier to Mothership
From Tiny Fighter to Massive Fighter
5 levels of troops
From Infantry to Massive
4 levels of bases
From Space Station to World Base
7 Levels of mines
from tiny to massive
7 levels of satellite
From Space Buoy to Massive
Omi-Colony Component
Planetary Cloaking Device
2 more levels of Space Yards
And much much more
Combat Wombat
January 23rd, 2004, 12:23 AM
Invasion 0.25 Beta Change Log
Added Laser I-V
Added Point Defense Grid I-V
Added Titanium Structural Supports I-III
Added Ultra Violet Laser I-VIII
Added Infrared Laser I-VIII
[ January 23, 2004, 00:23: Message edited by: Combat Wombat ]
Renegade 13
January 23rd, 2004, 03:44 AM
I'd play in the PBW game (even though I'm already in 6 games http://forum.shrapnelgames.com/images/icons/icon7.gif ) What's it called on PBW? By the way, I am working on testing your mod, but with school and other stuff, it's slow going.
Combat Wombat
January 23rd, 2004, 04:07 AM
Combat Wombat's Invasion!
I'm shutting the game down because there does not seem to be enough intrest right now
[ January 23, 2004, 03:53: Message edited by: Combat Wombat ]
Fyron
January 23rd, 2004, 06:28 AM
Have a bit more patience... most PBW games take a few weeks to get players...
Combat Wombat
January 24th, 2004, 06:52 AM
Beta 0.25 of Invasion! has finally arrived this is the biggest update yet. To run the mod you will need Image Mod and FQM Deluxe
Change List
Added Laser I-V
Added Point Defense Grid I-V
Added Titanium Structural Supports I-III
Added Ultra Violet Laser I-VIII
Added Infrared Laser I-VIII
Fixed Problem where every race starts with Rock Colonization
Fixed Super Dreadnought having wrong picture
Fixed Omni-Colony Picture
Invasion! now takes advantage of many Image Mod images
Download Invasion Beta 0.25 Here
http://www.spaceempires.net/files/cw/Invasionbeta25.rar
Combat Wombat
January 24th, 2004, 07:07 AM
After some problems Invasion! is back on PBW. Sign up now before you miss your chance!
Captain Kwok
January 24th, 2004, 07:10 AM
I see you've added the infamous IR Laser. Does it change the channels on the viewscreen of your enemies?
Combat Wombat
January 24th, 2004, 07:15 AM
Not quite, but you should dl the mod and play it constantly just to make sure
Fyron
January 24th, 2004, 08:17 AM
Originally posted by Captain Kwok:
I see you've added the infamous IR Laser. Does it change the channels on the viewscreen of your enemies? <font size="2" face="sans-serif, arial, verdana">Kwok... that was not funny when you said it on SE.net, and it is not funny here. http://forum.shrapnelgames.com/images/icons/tongue.gif You can certainly use infrared radiation as a weapon, just get it high in energy and concentration.
Ahh man... don't change the name of the mod folder! http://forum.shrapnelgames.com/images/icons/icon9.gif
[ January 24, 2004, 06:24: Message edited by: Imperator Fyron ]
narf poit chez BOOM
January 24th, 2004, 10:19 AM
i thought it was funny. not hilarious, but still funny.
Captain Kwok
January 24th, 2004, 03:17 PM
Sure you can use it as a weapon, but why not pick some EMR that's a bit stronger like X-Rays? Unless of course you are going for the classic Martian "Heat Ray".
Fyron
January 24th, 2004, 07:50 PM
Well the mod where CW borrowed those from has X-Ray Lasers... and CW has UV Lasers in Invasion... it is not as if the IR Laser is the only one used. http://forum.shrapnelgames.com/images/icons/tongue.gif At least in Adamant, it is longer ranged and weaker than the X-Ray Laser.
Combat Wombat
January 25th, 2004, 02:10 AM
Everyone that makes a solid contribution to the mod whether that be an idea or informing me of bugs will get a new weapon in the mod named after them.
Renegade 13
January 25th, 2004, 04:05 AM
Ok, I promised to test your mod, and here are some preliminary results:
- A dedicated Savegame folder would be nice, just to keep the savegames of mods separate.
- If possible, have AI’s colonize a little more in the early game. In my first game, many AI's seemed to have trouble.
- Error in Ultra Violet Laser description. You have utra instead of ultra.
Its not very much, but I haven't had much time to spend recently. Hopefully more to come.
Combat Wombat
January 25th, 2004, 04:25 AM
Thank you, I just fixed the first and Last things on your list and I'm gonna get to work on the AI soon.
Combat Wombat
January 27th, 2004, 12:50 AM
Beta 0.26 of Invasion! has been released
You need the newest Versions of FQM Deluxe and Image Mod to play properly
http://www.spaceempires.net/files/cw/Invasion.rar
Change List:
Added a dedicated Savegame folder
Fixed error in Ultra Violet Laser description.
All Versions after this one will be in a folder that is named the same(Invasionbeta24 ect.. will not be used anymore) They will now all be released as "Invasion" as the folder name. So before installing this delete all other Versions of Invasion! unless for some odd reason you want to keep them.
Added Brand spanking new splash screen (looks really nice)
Added smooth population bonus every 1% (Thank you Fyron)
No AI changes yet. I recommend that you join the PBW game Invasion! the AI is still playable but don't expect much of a challange
[ January 27, 2004, 00:02: Message edited by: Combat Wombat ]
JLS
January 27th, 2004, 02:01 AM
Combat Wombat, I have an error accessing the site?
Combat Wombat
January 27th, 2004, 02:03 AM
Its fixed, some how a \ got in at the end of the address
Combat Wombat
January 27th, 2004, 03:21 AM
It may be very simple but here is the offical Invasion! mod website. I hope to make it look a little better in the near future
http://www.spaceempires.net/files/cw/index.html
Paul1980au
January 27th, 2004, 03:41 AM
Yes a graphical improvement on the website - that would help as would ongoing work on youre great mod pack.
Combat Wombat
January 27th, 2004, 04:06 AM
Beta 0.27 of Invasion! has been released
Do NOT download this update if you have already downloaded Beta 0.26 as there are no bug fixes unless you just really want the better quality splash screen right now
You need the newest Versions of FQM Deluxe and Image Mod to play properly
http://www.spaceempires.net/files/cw/Invasion.rar
Change List:
Made mod file size smaller for easier downloading
Inproved splash screen quality
QBrigid
January 27th, 2004, 12:19 PM
Originally posted by Imperator Fyron:
Well the mod where CW borrowed those from has X-Ray Lasers... and CW has UV Lasers in Invasion... it is not as if the IR Laser is the only one used. http://forum.shrapnelgames.com/images/icons/tongue.gif At least in Adamant, it is longer ranged and weaker than the X-Ray Laser. <font size="2" face="sans-serif, arial, verdana">Adamant that mod could be alot better.
I recommend people play TDM or P&N it is better http://forum.shrapnelgames.com/images/icons/icon12.gif Wait I don't say this (FYRON does)
Actually lets start a discussion about another mod so all of Combat Wombatsnew work and ideas will go un noticed, here on this thread.
Wait, most people don't do that (JUST FYRON) http://forum.shrapnelgames.com/images/icons/icon12.gif
CW I will look forward to playing your mod and talking about your mod. I will play it this weekend and it sounds fantastic.
[ January 27, 2004, 10:27: Message edited by: QBrigid ]
Combat Wombat
January 27th, 2004, 08:29 PM
Originally posted by QBrigid:CW I will look forward to playing your mod and talking about your mod. I will play it this weekend and it sounds fantastic.
<font size="2" face="sans-serif, arial, verdana">Thank you its nice to hear people are playing my mod. Make sure you report any bugs or suggestions here. Also join the PBW game Invasion!
Originally posted by QBrigid:
Adamant that mod could be alot better.
I recommend people play TDM or P&N it is better Wait I don't say this (FYRON does)
Actually lets start a discussion about another mod so all of Combat Wombatsnew work and ideas will go un noticed, here on this thread.
Wait, most people don't do that (JUST FYRON) <font size="2" face="sans-serif, arial, verdana">Please don't attack other people or their mods on this thread. If you want to attack Adamant please do it on the Adamant Thread, and if you want to attack Fyron for hijacking threads please goto #se4 on gamesnet
gregebowman
January 27th, 2004, 09:29 PM
Hey CW, I just tried to open your beta 27 file, and I was getting error Messages. You might want to recompress it.
Fyron
January 27th, 2004, 09:35 PM
Were you trying to open it in WinZip or in XP's built-in zip utility? If so, you will be unable to do it, as it is compressed in RAR format. You need WinRar, at http://www.rarlabs.com . If you were using WinRar, then the archive is likely corrupted.
gregebowman
January 27th, 2004, 09:39 PM
[QUOTE]Originally posted by Imperator Fyron:
Were you trying to open it in WinZip or in XP's built-in zip utility? If so, you will be unable to do it, as it is compressed in RAR format. You need WinRar, at http://www.rarlabs.com . If you were using WinRar, then the archive is likely corrupted. [/QUOTE
I was using WinRar, and I was getting a couple of error Messages. I think it might have been something to do with his shrinking the size of the file. I don't know what else could have caused the error.
gregebowman
January 27th, 2004, 09:42 PM
I tried d/l the .26 Version, and I was getting the same error Messages also. Am I the only one getting the errors, or is something going on with his compression?
Fyron
January 27th, 2004, 09:45 PM
Try reinstalling WinRar. I was able to get at least one of those Versions Last night and it loaded fine for me.
gregebowman
January 27th, 2004, 10:33 PM
That might be my problem. I was using v3.20. I'm d/l the current Version now, and will install that on my computer at work and at home. Thanks.
Combat Wombat
January 27th, 2004, 10:41 PM
It's not a problem with the file so it must be your Version. I am gonna start using self-extracting rar files soon so that should put an end to problems like this.
Combat Wombat
January 27th, 2004, 10:59 PM
Here is the self-extracting Version of Invasion! Beta 0.27 for those of you having problems with win-rar or are to lazy to download it.
http://www.spaceempires.net/files/cw/Invasion.exe
gregebowman
January 27th, 2004, 11:00 PM
I just tried using the 3.30 Version of WinRar, and I was still getting those error Messages when I tried to uncompress the file. I'll wait until the next beta comes out to see if I get the error again.
gregebowman
January 27th, 2004, 11:17 PM
I just d/l the self-extracting file. It worked fine. Thanks.
Combat Wombat
January 28th, 2004, 01:00 AM
Invasion! Beta 0.28 Change Log
Added Event: Reverse Gravity
Added Event: Beer Festival
Added Event: Solar Flare
Added Event: Entertainment Black Out
Added Picture: To event beer festival
Added Picture: To event reverse gravity
Added Picture: To event solar flare
Added Picture: To event entertainment blackout
[ January 28, 2004, 06:23: Message edited by: Combat Wombat ]
Paul1980au
January 28th, 2004, 01:06 AM
Wombat combat ? can you explain what each of these events has in terms of impacts in the game - is there a way to just have the events file for download (i would like to cimbine it with the eye candy events patch)
What does reverse gravity do ?
Combat Wombat
January 28th, 2004, 01:12 AM
I don't have pics for these yet but heres the code:
Type := Planet - Population Change
Severity := Catastrophic
Effect Amount := -95
Message To := Owner
Num Messages := 1
Message Title 1 := Reversed Gravity
Message 1 := An anomoly has occured at [%PlanetName]. [%ActualAmount]M people were sucked off the planet when gravity reversed temporarily. Only about 5% of the population was indoors or able to grab onto something.
Picture := B5_Blank
Time Till Completion := 0
Num Start Messages := 0
Type := Planet - Population Anger Change
Severity := Low
Effect Amount := 10
Message To := Owner
Num Messages := 1
Message Title 1 := Soenke Beer Festival
Message 1 := A Beer Festival is set to take place at at [%PlanetName]. Happiness Increses by [%ActualAmount].
Picture := B5_Blank
Time Till Completion := 0
Num Start Messages := 0
Type := Planet - Conditions Change
Severity := Medium
Effect Amount := -30
Message To := Owner
Num Messages := 1
Message Title 1 := Solar Flare
Message 1 := A Solar Flare burns of part off [%PlanetName]'s atomosphere.
Picture := PlanetConditionsWorse
Time Till Completion := 0
Num Start Messages := 0
Type := Planet - Population Change
Severity := Medium
Effect Amount := -25
Message To := Owner
Num Messages := 1
Message Title 1 := Entertainment Black Out
Message 1 := The Entertainment Communications Network at [%PlanetName] has been temporarily shut down. [%ActualAmount]M people committed suicide because of their dependence.
Picture := B5_Blank
Time Till Completion := 0
Num Start Messages := 0
[ January 27, 2004, 23:16: Message edited by: Combat Wombat ]
narf poit chez BOOM
January 28th, 2004, 02:16 AM
shouldn't a beer festival also lower productivity?
i don't know if you could do that, though.
Fyron
January 28th, 2004, 02:31 AM
Population Change is a flat number, not a percentage, so that Reverse Gravity event will kill 95 M people every time.
Originally posted by narf poit chez BOOM:
shouldn't a beer festival also lower productivity?
i don't know if you could do that, though. <font size="2" face="sans-serif, arial, verdana">Sadly, events can only have one effect. http://forum.shrapnelgames.com/images/icons/icon9.gif
[ January 28, 2004, 00:31: Message edited by: Imperator Fyron ]
Combat Wombat
January 28th, 2004, 08:24 AM
Thanks Fyron, I didn't know that.
Combat Wombat
January 28th, 2004, 08:09 PM
I just found my original mod design ideas in my notebook. So here are the things that you should be expecting to come soon.
Ballistic Missile: Small, Medium, Large
Ballistic Missile Warhead: Fusion, Plasma, Anti-Matter
Phased Point Defense Grid
Probe: Small, Medium, Large
Probe Sensor Grid: I, II, III
Probe Engine: I, II, III
Spinal Engine Mount
Intelligence Project: Assasination
Fighter: Knat
Fighter: Space Walker
Event: Magnetic Pole Shift
Event: Uncontroled Greenhouse Effect
Redone Engine System
Main Engine Reactor
Battery
Hydrogen Reactor
Fission Reactor
Fusion Reactor
Plasma Reactor
Anti-Matter Reactor
Combat Wombat
January 29th, 2004, 07:57 AM
Invasion! Beta 0.28 Change Log
Added Event: Reverse Gravity
Added Event: Beer Festival
Added Event: Solar Flare
Added Event: Entertainment Black Out
Added Picture: To event beer festival
Added Picture: To event reverse gravity
Added Picture: To event solar flare
Added Picture: To event entertainment blackout
Modified All Shields: To Leaky Type Shields
Modified All Armor: To Leaky Type Armor
Modified Component(s): Point Defense Grid I-V
Added Weapon: Phased Point Defense Grid I-V
Added Component: Fission Engine Reactor
Added Component: Fusion Engine Reactor
Added Component: Anti-Matter Engine Reactor
Added Component: Quantum Engine Reactor
Modified Component(s): Ion Engine I-III
Modified Component(s): Contra - Terrene Engine I-III
Modified Component(s): Jacketed - Photon Engine I-III
Modified Component(s): Quantum Engine I-III
Added Component(s): Intergrated AI Neural-Net
Added Component(s): Small Phased Shield Generator I-III
Added Component(s): Expert Engineering Team
Modified All Components: To be more balanced for the newly implemented leaky shield and leaky armor system, its not perfect yet but its getting there http://forum.shrapnelgames.com/images/icons/icon7.gif
Modified Ships: Added and corrected ship descriptions
Added Event: Magnetic Pole Shift
Added Event: Uncontroled Greenhouse Effect
[ January 30, 2004, 00:19: Message edited by: Combat Wombat ]
gregebowman
January 29th, 2004, 04:34 PM
Is this available for download, or are you just teasing us?
Combat Wombat
January 29th, 2004, 07:41 PM
Beta 0.28 of Invasion! Isn't complete yet the list below is what I have changed so far since the Last patch. I don't like to give release dates because stuff always messes them up but I except to be done with 0.28 by the weekend if not sooner. Alot of components need to be rebalanced because of the leaky armor and leaky shields for it to work realistically.
[ January 30, 2004, 00:03: Message edited by: Combat Wombat ]
gregebowman
January 29th, 2004, 09:36 PM
Ok, thanks for the info. Looking forward to the latest changes.
Combat Wombat
January 30th, 2004, 03:00 AM
Beta 0.28 of Invasion! has been released
You need the newest Versions of FQM Deluxe and Image Mod to play properly
Make sure you join the Invasion! PBW game, and please continue to post all ideas, comments, and complaints you have about the mod
http://www.spaceempires.net/files/cw/Invasion.exe
Change List:
Can be found below, no point in posting that long thing again
narf poit chez BOOM
January 30th, 2004, 03:13 AM
i was browsing through the vehicle.txt file and this is what i noted:
Gunship mis chance description says 25%, actual number is 30%. same miss chance problem for heavy gunship. same with Superdreadnought. note on massive worldship, i think tech levels only go to 20.
Combat Wombat
January 30th, 2004, 03:33 AM
Fixed the gunships and superdreadnought and the massive worldship works I believe that you can have upto 255 levels of research if you so desire.
narf poit chez BOOM
January 30th, 2004, 03:49 AM
that just made me very happy.
except my ships would get to big. i had an idea where once they got close to 65535, i would shrink them by 100 and start a new series of ships, but i don't think there's any way to assure that only certain components get used on certain ships.
Combat Wombat
January 31st, 2004, 01:07 AM
Invasion! Beta 0.29 Change Log
Fixed Component(s): Corrected names of Last 2 levels of Phased Point Grid
Fixed Ship(s): Fixed defense bonus for Gunship, Heavy Gunship, Super Dreadnought
Modified Component(s): Tweaked armor balance to fix a small issue
Added Facility: Terraforming Station I-III
Removed Dsgnname Folder and its contents to cut down on file size (You can just download the names off of the Design Names Anthology website)
Added History: An almost complete mod history into the readme file
Added Facility: System Capital Complex
Added Tech Area: 3 more levels are armor for more precise balancing
Added Component(s): Titainum Armor I-III
Added Component(s): Dense Titainum Armor I-III
Added Component(s): Neutron Armor I-III
Added Component(s): Dense Titainum Structural Supports I-III
Added Component(s): Neutron Structural Supports I-III
Modified Component(s): Master Computer I-III
Modified Tech Area: Increased Cost of Ship Construction by 5000 Research Points
Added Picutre(s): Added New Starmap
[ February 19, 2004, 01:10: Message edited by: Combat Wombat ]
Combat Wombat
January 31st, 2004, 06:49 AM
I am looking for some neo-standard shipsets to add to Invasion! if anyone shipset makers would like to let me use thier neo-standard set or would like to make one for the mod or help complete the neo-standard ships for the stock races it would be most welcomed
[ January 31, 2004, 05:18: Message edited by: Combat Wombat ]
Combat Wombat
February 4th, 2004, 07:47 PM
Just got an AI building program. I am going to start using it soon. Expect some new AI for the mod in the near future.
Combat Wombat
February 5th, 2004, 02:27 AM
Just started work on the AI. All stock races should have new AI files in Beta 0.29
tesco samoa
February 5th, 2004, 02:57 AM
sj made a file to create neo standards for the races ... perhaps he can post a link to it
neobuilder.rar 20 k file it is from 2001
Combat Wombat
February 6th, 2004, 05:26 AM
That would be very helpful
Fyron
February 6th, 2004, 05:28 AM
All that does is copy default images to new images if they don't exist. It doesn't generate any new and different images or anything.
Combat Wombat
February 10th, 2004, 05:03 AM
*Bump* New changes added onto the Beta 0.29 Change Log
Renegade 13
February 10th, 2004, 06:50 AM
CW, due to changes in my life, I'm going to have to quit my testing of your mod. Sorry 'bout that. But unfortunately my life has become much more complicated recently, requiring a lot more of my time. Thought I'd let ya know.
Combat Wombat
February 10th, 2004, 06:44 PM
Thank you for letting me know Renegade. I am now in much more of a need for Beta Testers than ever before so if anyone is interested go ahead and let me know here.
Renegade 13
February 11th, 2004, 01:16 AM
I actually haven't been able to test it for a while now. But if some time becomes available, I will resume my testing.
Combat Wombat
February 11th, 2004, 07:46 PM
Well I still need more Beta Testers. I expect to release Beta 0.29 before next week. Beta Testers will also begin getting updates before they are released to the public.
Combat Wombat
February 17th, 2004, 07:56 AM
Well I didn't get Invasion! released on time, some unforseen(well sorta unforseen) events have occured and I will most likely not be able to release the newest Version until next week sometime.
Combat Wombat
February 18th, 2004, 09:22 PM
Where is the file for the normal system background?
Fyron
February 18th, 2004, 09:44 PM
In a normal install of SE4.
Combat Wombat
February 18th, 2004, 09:57 PM
But where is it located in the SE4 folder?
Fyron
February 18th, 2004, 10:04 PM
SE4\Pictures\Systems
There are 3 copies, one in that folder and one in each subfolder. Labeled Starmap.bmp.
Combat Wombat
February 19th, 2004, 03:20 AM
Beta 0.29 of Invasion! has been released
You need the newest Versions of FQM Deluxe and Image Mod to play properly
Make sure you join the Invasion! PBW game, and please continue to post all ideas, comments, and complaints you have about the mod
Download Mod here (http://www.spaceempires.net/files/cw/Invasion.exe)
Change List:
Fixed Component(s): Corrected names of Last 2 levels of Phased Point Grid
Fixed Ship(s): Fixed defense bonus for Gunship, Heavy Gunship, Super Dreadnought
Modified Component(s): Tweaked armor balance to fix a small issue
Added Facility: Terraforming Station I-III
Removed Dsgnname Folder and its contents to cut down on file size (You can just download the names off of the Design Names Anthology website)
Added History: An almost complete mod history into the readme file
Added Facility: System Capital Complex
Added Tech Area: 3 more levels are armor for more precise balancing
Added Component(s): Titainum Armor I-III
Added Component(s): Dense Titainum Armor I-III
Added Component(s): Neutron Armor I-III
Added Component(s): Dense Titainum Structural Supports I-III
Added Component(s): Neutron Structural Supports I-III
Modified Component(s): Master Computer I-III
Modified Tech Area: Increased Cost of Ship Construction by 5000 Research Points
Added Picutre(s): Added New Starmap
Atrocities
February 19th, 2004, 03:38 AM
http://forum.shrapnelgames.com/images/icons/icon7.gif Downloading it now C_W. http://forum.shrapnelgames.com/images/icons/icon7.gif
Combat Wombat
February 19th, 2004, 03:48 AM
I am looking for some Neo-Standard Ship sets to use in Invasion! Anyone willing to let me use one?
Suicide Junkie
February 20th, 2004, 01:04 AM
Originally posted by Imperator Fyron:
All that does is copy default images to new images if they don't exist. It doesn't generate any new and different images or anything. <font size="2" face="sans-serif, arial, verdana">It also gives you a nice graphical indication of which images you've got and which you need (or which you made typos in the name of http://forum.shrapnelgames.com/images/icons/icon12.gif )
Suicide Junkie
February 20th, 2004, 01:52 AM
Started playing recently...
Boy there are a lot if smelly irradiated planets around here http://forum.shrapnelgames.com/images/icons/icon7.gif
One bug:
The "Hardened Components" mount is backwards.
Since you are using leaky armor, if you increase the hitpoints of a component, it becomes MORE likely to be destroyed, not less.
Hardening anything except armor will cost you more money, and make your ships become crippled faster.
If this were to cut hitpoints in half instead of increasing them, I'd use it all over my ships http://forum.shrapnelgames.com/images/icons/icon7.gif
Atrocities
February 20th, 2004, 02:02 AM
Just started playing it Last night. Impressive so far, but man there are a lot of annoying little planets. http://forum.shrapnelgames.com/images/icons/icon12.gif . If I run over a bug, I will be sure to send its dead remains your way COD.
Atrocities
February 20th, 2004, 02:05 AM
Originally posted by Combat Wombat:
I am looking for some Neo-Standard Ship sets to use in Invasion! Anyone willing to let me use one? <font size="2" face="sans-serif, arial, verdana">I have a few on my site that are NOT star trek based that you are more than welcome to use. Click the link in my signature. http://forum.shrapnelgames.com/images/icons/icon7.gif
I recommend the Huron, Illuminati, Pyrexia, Ticon, Kealon, Oxmal, and of course the Pandorian.
[ February 20, 2004, 00:06: Message edited by: Atrocities ]
Suicide Junkie
February 20th, 2004, 02:57 AM
It seems there isn't much choice for troop weaponry...
I'd ditch those ground cannons, and toss in some along the lines of the following:
1) Small, cheap and weak(per kt) - Regular infantry type stuff.
2) Small, expensive, moderate damage - Heavy infantry weapons. The cost should make it so you build these significantly slower than light infantry weapons, but they pack more punch into the dropship, so they're worth while for offense.
3) Medium, cheap, moderate - Regular tank secondary weapons.
4) Medium, expensive, strong - Better tank secondary weapons, but you can't get as many built. Good for offense where size matters.
5) Large, cheap, strong - Regular tank main gun.
6) Large, expensive, ultimate - Better main gun,
These should be big enough that only 1 fits on most troops. Heavy troops might get two, and if you strip off all the armor you could fit three on an artillery design.
If you load the artillery onto the transport Last, they should be protected from most of the damage by the units that went first. They'll get destroyed very quickly if the front lines fall, and the artillery takes direct fire, since they have no armor.
Combat Wombat
February 20th, 2004, 05:42 PM
Thank you for the feedback so far.
I have some ideas for some new troop weapons that I will start workig on soon.
If you dont like small irradiated planets generate a paradise quadrant
Combat Wombat
February 25th, 2004, 06:45 PM
Heres what I am planning for Invasion! Beta .30 at this point.
New Troop Weapons: Infantry Scattergun, Infantry Auto-Rifle, Infantry Bolt-Driver, Infantry Sidearm, Infantry Body Armor, Infantry Shoulder Cannon, Infantry Auto Cannon, 150mm Troop DUC, 300mm Troop DUC, 500mm Troop DUC.
New Troop Classes: Fighter, Bomber, 5 Levels of Infantry
Complete Data File Revision to take advantage of changes made in SE4 1.91
Fixing Mount Hardened Component
Also also all the new Infantry weapons should have their own unique pictures
[ February 25, 2004, 17:56: Message edited by: Combat Wombat ]
AMF
February 25th, 2004, 07:19 PM
Ok, I have just heard about the Invasion Mod -- in the context of the new patch I was enquiring about cloaked planets -- and I am pretty curious about it. Where can I find a description, specs, current game?
thanks,
Alarik
Combat Wombat
February 25th, 2004, 07:27 PM
I have not really thrown together an offical description but every change log is in this thread or it is inside the readme file that comes in the mod folder.
There is a PBW game that is looking for players so it can start. Invasion! is the name of the PBW game and it was started by me Combat Wombat. There are only 2 people in it now and I am hoping to get it to 6-8 before I start.
Wardad
February 25th, 2004, 07:32 PM
Originally posted by Suicide Junkie:
Started playing recently...
One bug:
The "Hardened Components" mount is backwards.
Since you are using leaky armor, if you increase the hitpoints of a component, it becomes MORE likely to be destroyed, not less.
Hardening anything except armor will cost you more money, and make your ships become crippled faster.
If this were to cut hitpoints in half instead of increasing them, I'd use it all over my ships http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Oh Boy, inverted logic, I just love it.
Anyway, does this mean you could create an inner/double hull componant that soaks up damage and it gets destroyed first?
[ February 25, 2004, 17:33: Message edited by: Wardad ]
Combat Wombat
February 25th, 2004, 07:53 PM
If I understand your question correctly: There isn't a reason that I can think of as to why that woudn't work.
Combat Wombat
March 2nd, 2004, 07:54 PM
I am working on a Space Empires website right now. It will mostly just cover news about my mod Invasion! and some general SE4 news. I should have the first Version of it up by tonite.
Combat Wombat
March 3rd, 2004, 06:13 AM
The site is up its fairly basic right now, well not as basic as my Last set up http://forum.shrapnelgames.com/images/icons/icon12.gif
http://www.spaceempires.net/files/cw/
Imperial
March 3rd, 2004, 08:33 PM
the extra race pack link on that site doesnt work--just a heads up-- http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
Combat Wombat
March 3rd, 2004, 10:44 PM
Yep, I know thanks though.
I am working on finsihing the extra race pack right now and I hope to have it ready for download soon.
Combat Wombat
March 15th, 2004, 08:11 PM
Download location for Invasion! has changed to: http://www.spaceempires.net/cw/Invasion.exe
Also work on the next Invasion! Version and the extra race expansion has been halted until I get my computer back Online.
[ March 15, 2004, 18:14: Message edited by: Combat Wombat ]
Suicide Junkie
March 15th, 2004, 08:40 PM
Originally posted by Wardad:
Oh Boy, inverted logic, I just love it.
Anyway, does this mean you could create an inner/double hull componant that soaks up damage and it gets destroyed first? <font size="2" face="sans-serif, arial, verdana">Also known as Leaky Armor, yes.
However, as the name implies, there are no guarantees, and there is merely a higher-than-expected chance of the high-hitpoint components getting hit.
[ March 15, 2004, 18:50: Message edited by: Suicide Junkie ]
geoschmo
March 15th, 2004, 09:08 PM
Ooo, that's an idea for SE5. An ability to give to components that increases or decreases the likelyhood they will be destroyed before or after other components. http://forum.shrapnelgames.com/images/icons/icon7.gif
Combat Wombat
March 18th, 2004, 08:15 PM
Just got a new member for the Invasion! PBW game!
Welcome Sivran!
Still looking for 5 more players. Join now while you still can.
Edit: Correction more new players: Woland and Hugh_Manatee. Only 3 spots left now!
[ March 18, 2004, 18:18: Message edited by: Combat Wombat ]
Phoenix-D
March 18th, 2004, 08:20 PM
Originally posted by geoschmo:
Ooo, that's an idea for SE5. An ability to give to components that increases or decreases the likelyhood they will be destroyed before or after other components. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">Or maybe just seperate "chance to be hit" and "structure" into two seperate lines in the file.
Combat Wombat
March 22nd, 2004, 08:11 PM
*Bump*
Invasion! PBW still needs players
Ragnarok-X
March 22nd, 2004, 08:47 PM
Would like to join the game ^^
Combat Wombat
March 23rd, 2004, 07:55 PM
Cool, That means there are only 2 spots left, sign up quick everyone!
Ragnarok-X
March 24th, 2004, 09:23 PM
Im sorry Combat Wombat, i had to withdrew from the game. My SE4 Gold is Version 1.91 and i noticed you want to play with 1.84, sorry about that.
Combat Wombat
March 24th, 2004, 11:16 PM
no no no no, I just have not had a chance to get that changed, come back
Ragnarok-X
March 25th, 2004, 06:28 PM
But how ?! There is no way my 1.91 SE would be compatimble with your server, and there is no way to downgrade. Believe me, i would like to play...
Fyron
March 25th, 2004, 07:10 PM
I think he meant to say that he is in the process of getting the PBW admins to update the mod to work with 1.91. The game will use 1.91 when it starts. You will be able to play.
Combat Wombat
March 25th, 2004, 07:36 PM
Fyron has it figured out
Ragnarok-X
March 26th, 2004, 08:48 AM
oops, i will rejoin the game.
Thanks Imperator Fyron, once again you helped me !
Combat Wombat
March 30th, 2004, 01:36 AM
Invasion! PBW will most likely start tomorrow, this is your Last chance to join.
Combat Wombat
March 30th, 2004, 02:46 AM
Invasion! Beta 0.30 Has Been Released
Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe
Invasion! PBW will start tommorow this is your Last chance to join!
Change Log:
Updated Invasion! for 100% 1.91 compatibility
Fixed possible exploit using Engine Reactors
More work done with making the mod files size smaller
Did some more AI work
Added new Emperor Title
Long Range Sensors now produce Intelligence Points
Medical Bay now produces research points
Combat Wombat
March 30th, 2004, 02:59 AM
Only 1 spot left in Invasion! PBW
Edit: Max Players changed to 10 to accomodate demand
[ March 30, 2004, 01:04: Message edited by: Combat Wombat ]
Combat Wombat
March 30th, 2004, 08:24 PM
Invasion! PBW starts in about 2 hours sign up now or you will hate yourself forever! http://forum.shrapnelgames.com/images/icons/shock.gif
Combat Wombat
April 1st, 2004, 02:30 AM
Invasion! Beta 0.31 Announcement
Invasion! 0.31 will include 3 different types of races. Xenophobic, Imperialistic, and Neutral. These work very much like the Organic, Magical, and Physical races of Adamant. Except these races will have many different bonuses and disadvantages unlike Adamant on top of their different tech trees.
Here is the basic idea I have for the 3 race types, though they will grow more detailed as I develop them:
Xenophobic Race:
Your race is scared of and hates all other races and will goto extreme measures to be left alone.
Cheaper: Bases, Sats, Mines, Wepplats
2 more levels of: Bases, Sats, Mines, Wepplats
Can't have Engine Reactors
Can't have Dreadnought and larger
Can't have any type of colony component outside starting type
Can't research Colony Ships above Slugship
Improved: Shields, Armor, Point Defense
+5% to ship defense
Imperialistic Race:
Your race will stop at nothing until the entire universe bows down before you.
Higher costing: Bases, Sats, Mines, Wepplat
2 Less Levels: Bases, Sats, Mines, Wepplat
Improved: Anti-Planet Weapons
Ships hold one more engine
1 more troops class
No Planetary Cloak Generator
+5% to Ship Offense
Neutral Race:
Normal Tech Tree
No Advantages/Disadvantages
Completed Beta 0.31 changes
Added Components: Research Lab I-III
Added Components: Intelligence Center I-III
Fixed Components: Medical Bay I-V
Fyron
April 1st, 2004, 07:57 PM
Except these races will have many different bonuses and disadvantages unlike Adamant on top of their different tech trees.
<font size="2" face="sans-serif, arial, verdana">Umm.... yeah. The different races have different advantages and disadvantages, though they tend to be fairly subtle differences. Different sized ships, different maintenance rates, different strength shields/armor, different weapon systems, different sized C&C comps, different usage of resources (not just, same amounts, but different type, but different amounts overall of primary and secondary resources), and so on.
[ April 01, 2004, 17:58: Message edited by: Imperator Fyron ]
Combat Wombat
April 2nd, 2004, 10:18 PM
Invasion! PBW has started, get colonizing
Combat Wombat
April 3rd, 2004, 09:36 PM
Everyone take your Invasion! PBW turns
Combat Wombat
April 4th, 2004, 08:40 PM
Hugh everyone is waiting on you
Ragnarok-X
April 4th, 2004, 08:51 PM
heck yeah ! i was checking PBW three times today, just because i wanted the next turn !! I hope tomoroow evening after i returned from work the turn will be ready (18 hours from now)
Hehe. Guess what, i even checked most data files of your mod, just to be prepared for everything. Your mod is well thought out, most things sound ok.
I really like how the mounts are used (i.e. different engine mounts and stuff)
Combat Wombat
April 5th, 2004, 10:20 AM
Well the first turn of Invasion! has been processed. Off to a slow start but I hope everyone will be more on top of getting their turns in. The 48 hour time limit is a maximum and there is no reason why you cant take your turn sooner than that.
tesco samoa
May 7th, 2004, 01:56 AM
how is the game going ???
Combat Wombat
May 9th, 2004, 06:44 AM
Though it is a 255 system map 2 races have already made first contact. I've recieved many complaints about the propulsion system so a few changes will be made to that in the near future. Woland stopped taking turns and we tried to contact him over and over but no response so he was booted and mac has taken over.
Ragnarok-X
May 12th, 2004, 07:00 PM
Hey CombatWombat,
just so i know: unless you change both the research costs and the propulsion systems in within the next 3-4 turns -> i will leave the game.
Its almost unplayable if you ask me, i have propulsion level 6 or 7, not sure, and my ships still move at speed 2. The only thing those researches gave me where a MINOR cost reduce which was balanced out in the end -x mineral +x radioactives. THat sucks imho.
Im still only able to build scouts and slughips. Its almost impossible to get bigger ships, which will hopefully allow more engines. Reactors are screwed up, too.
To be honest im quite dissapointed. I suggested those changed about 3-4 weeks ago, still you did nothing. Im actually wondering if you ever tested your "mod". I guess you didnt. Im making a quite big mod too, and i testing it each week for a few hours just to make everything works as its supposed work. I even created one AI so i can really "playtest" my mod.
Ragnarok-X
May 12th, 2004, 07:03 PM
uh yeah, and please dont tell me its BETA 0.30. In actual gaming industry this mod would be considered alpha rather then beta http://forum.shrapnelgames.com/images/icons/tongue.gif
Combat Wombat
May 21st, 2004, 09:44 AM
Invasion! Beta 0.31 Has Been Released
Patch
Download Invasion! 0.31 here: http://www.spaceempires.net/cw/Invasion31.exe
Full
Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe
Invasion! PBW is in need of a replacement player.
Change Log:
Fixed Ship Construction Cost
Fixed Base Construction Cost
Fixed Scout Propulsion
Fixed Data File Clutter
Fixed Long Range Sensors
Fixed Medical Bay
I found this in a backup file I made. This is basicly my first Beta release to the public. When I go back and look at this I am amazed how far the mod has come.
Download Invasion! 0.23 here: http://www.spaceempires.net/cw/Invasionbeta23.rar
Combat Wombat
May 30th, 2004, 07:33 AM
I have started a new Invasion! PBW game. It's called Invasion! 2nd Wave. So I am looking for 9 players to come play. It should be great fun we are going to play on a small map. Compared to the first games huge 255 system map. So it should be a completely differen't game. Even if you are in the first Invasion! game you are more than welcome to play this one.
Combat Wombat
May 30th, 2004, 10:09 AM
Invasion! 2nd Wave has its first player, Welcome to the game Dinesku
Combat Wombat
May 31st, 2004, 05:04 PM
Invasion! 2nd Wave has its second player, Welcome to the game RazorTSharp
Combat Wombat
May 31st, 2004, 06:27 PM
Alright I have begun an extensive AI testing game for Invasion! and here are some of the early results.
Me
Tech Levels : 51
Systems: 3
Planets: 21
Units: 0
Ships: 39
Bases: 10
Place: 1st
2nd Place AI
Tech Levels : 40
Systems: 1
Planets: 13
Units: 101
Ships: 5
Bases: 0
3rd Place AI
Tech Levels : 40
Systems: 1
Planets: 12
Units: 231
Ships: 9
Bases: 0
4th Place AI
Tech Levels : 40
Systems: 1
Planets: 12
Units: 231
Ships: 7
Bases: 0
5th Place AI
Tech Levels : 40
Systems: 1
Planets: 10
Units: 106
Ships: 8
Bases: 0
So this shows that the current Invasion! AI still colonizes planets but not as fast as it should. So if you want to play Invasion! Singleplayer the AI is still operable but it will not challange anyone but the most novice players even if it is set on hard will full bonus.
Ragnarok-X
June 8th, 2004, 08:03 PM
i have found another bug.
While my scouts are finally moving with speed 3, i tried to construct a tiny carrier, which has a max engine setting of 2, again. So i decided to put one level 3 engine in it, and another level 3 reactor. In the design screen it reads "3 movement points" (1 from engine, 2 bonus from reactor), but now that the carrier is ready it can only move at speed ONE. I understand you want to slow down the game (somehow), but carriers / ships which move with speed 1 ?! I must have missed something again.
ty
Combat Wombat
June 8th, 2004, 09:35 PM
Hmm, I will look into that. It was not done on purpose I assure you. 0.32 will be coming out soon anyways I should be able to have the fix in there
Combat Wombat
June 8th, 2004, 10:09 PM
I have recreated what you are talking about except for my tiny carrier gets 3 movement exactly like its supposed to.
Ragnarok-X
June 9th, 2004, 06:02 PM
huh ?! thats definitly weird.
Anyways, you are the game host, so you should be able to log into my empire. Take a look and you should find that carrier at one of the homeworlds ! Just promise you wont share your knowledge about the empire http://forum.shrapnelgames.com/images/icons/icon12.gif
Combat Wombat
June 9th, 2004, 06:44 PM
Originally posted by Ragnarok-X:
huh ?! thats definitly weird.
Anyways, you are the game host, so you should be able to log into my empire. Take a look and you should find that carrier at one of the homeworlds ! Just promise you wont share your knowledge about the empire http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">lol, I didn't even think about logging into your empire.
Combat Wombat
June 9th, 2004, 10:51 PM
Umm, how would I go about logging into your empire, I tried what I thought would work and it didn't.
Ragnarok-X
June 10th, 2004, 08:44 AM
i have no idea how a game host can log into a empire. i just read that it is possible somewhere. Anyways, since pbw is down you should have enough time to ask a host or something http://forum.shrapnelgames.com/images/icons/icon12.gif If you have ICQ or something then i could send you a screenshot or whatever.
Combat Wombat
June 10th, 2004, 06:55 PM
Well I will ask here, someone is sure to know.
How do I acess another players empire in a PBW game?
Suicide Junkie
June 10th, 2004, 07:35 PM
Have them give you the password, and then change it for next turn?
Combat Wombat
June 12th, 2004, 01:46 AM
Invasion! needs a replacement player ASAP, its a good empire.
Also Invasion! 2nd Wave is looking for 3 more players so we can start.
Combat Wombat
June 12th, 2004, 06:50 PM
Alright Rag your problem is because you don't have crew quarters on your carriers, this is and isn't your fault for some reason the warning has stoped showing up.
Fyron
June 12th, 2004, 06:54 PM
Maybe you have a 0 for the required number of CQ for the carrier entry? Even if the requirement is 0, ships still lose movement if they do not have working C&C comps.
Ragnarok-X
June 13th, 2004, 09:54 AM
*doh*
Somehow i forgot to add crew quarters just because the warning doesnt show up ?! Stupid me !
Thanks for figuring that out !!
Combat Wombat
June 14th, 2004, 02:30 AM
Invasion! Beta 0.32 will be coming out this week sometime. Here is a list of what to expect. If you see something missing that you wanted fixed or changed please tell me.
Added Component(s): Science Lab I-III
Added Component(s): Intelligence Center I-III
Modified Facility(s): Temporal Space yar Facility I-III
Added Emperor Name(s)
Modfied Component(s): Crew Quarters
Modfied Component(s): Bridge
Modfied Component(s): Auxiliary Bridge
Fixed Vehicle Size(s): All Carriers, Some Colony Ships
Combat Wombat
June 18th, 2004, 07:49 PM
Invasion! Beta 0.40 Has Been Released
Download Invasion! 0.40 here: http://www.spaceempires.net/cw/Invasion.exe
This Version has the most changes of any previous Version.
Important Notes: Uncompatiable with previous Versions, you need FQM Deluxe and Image Mod to play properly. This means that all Invasion! PBW games under my control will continue to use Beta 0.31 so I would recommend changing the folder name before installing this Version.
Change Log:
Uncompatiable with previous Versions
Added Space Monsters!
Added Component(s): Science Lab I-III
Added Component(s): Intelligence Center I-III
Added Component(s): Quantum Warp Missile I-V
Modified Facility(s): Temporal Space Yard Facility I-III
Added Emperor Name(s)
Modfied Component(s): Crew Quarters
Modfied Component(s): Bridge
Modfied Component(s): Auxiliary Bridge
Fixed Vehicle Size(s): All Carriers, Some Colony Ships
Bases now have limited supplies like in P&N
Cut population hitpoints in half
Fixed some spelling mistakes
Fixed Bonus Drone Speed
Fixed some vehicle descriptions
Added new Emperor Titles
And of course if you have any comments or questions you can post them here.
Previous Version are available here
Beta 0.3x Full:
http://www.spaceempires.net/cw/Invasion3xfull.exe
Beta 0.31 Patch:
http://www.spaceempires.net/cw/Invasion31.exe
Beta 0.23 Full
http://www.spaceempires.net/cw/Invasionbeta23.rar
[ June 18, 2004, 18:51: Message edited by: Combat Wombat ]
Combat Wombat
June 22nd, 2004, 02:29 PM
A player dropped from the game and i got a replacement player but he has yet to take his turn. Also Killer Dolphin is in France for a month and I will be taking his turns, but I haven't had a chance to yet. I will execute the turn today whether SkyAshton has taken his or not.
Ragnarok-X
June 23rd, 2004, 01:10 AM
whats happening with the first pbw game, no new turns for days now ?
Combat Wombat
July 6th, 2004, 05:30 PM
Invasion! 2nd Wave had started. Get building guys!
Combat Wombat
July 11th, 2004, 09:20 PM
Invasion! 2nd Wave needs a new player, we haven't even finished the second turn so you will be able to build the empire however you want it.
Combat Wombat
July 20th, 2004, 01:22 AM
*Bump*
Ragnarok-X
August 19th, 2004, 11:51 AM
hey
whats happening with the first game ? The latest turn is due since at LEAST a week, and all recent turns took several days, if i remember right always because of the same player. If you dont get the game going i have to leave and join another game !!
Combat Wombat
January 1st, 2005, 12:34 AM
Current Change List for Invasion Beta 0.41(Also the largest ammount of changes for any Version)
(Current release date is early in the new year)
Added Tech(s): Advanced Ship Construction
Added Unit(s): 11 new advanced ship hulls
Fixed problem in events file where events were not in the correct order
Fixed Ion Engine III
Boosted all bonus movement for all engine reactors
Made it more profitable to scrap facilitys and ships
Made it cheaper to mothball ships
Balanced PPBs
Buffed Laser Damage Slightly
Ship Construction cost lowered 50%
Base Construction cost lowered 25%
Removed Engine Mounts until a proper fix can be created for the exploit
Added Component(s): Large Cargo Bay I-III
Added Component(s): Phase Shift Cargo Bay
Added Tech(s): Cargo Storage IV
Removed Component(s): Quantum Reactor
Modified Component(s): Supply Storage to Fuel Storage Tank
Modified Component(s): Emergency Resupply Pod to Reserve Energy Cell
Modified Component(s): Emergency Propulsion to Solid Fuel Engine
Modified Component(s): Quantum Engine Reactor to Zero Point Engine Reactor
Fixed Component(s): Omni-Colony(description had a mistake)
Added Component(s): Large Fuel Storage Tank I-III
Modified Component(s): Stellar Nucleonic Torpedo to Sun Slayer Torpedo
Modified Component(s): Beta Displacement Pulser to Tempest Dissipation Pulser
Modified Component(s): Ionic Concussion BLaster to Tempest Creation BLaster
Modified Component(s): Stellar Plasma Sphere to Stellar Condenser Sphere
All ship components that store fuel now have the ability to cause damage if you choose to have your ship ram an enemy
Added Component(s): Chemical Laser I-V
Added Component(s): Massive Chemical Laser
Modified Unit(s): Colony Slug Ship to Generation Ship
Added Tech(s): Infantry
Modified Tech(s): Troops to Heavy Armor
Removed Tech(s): Heavy Armor V
Added Unit(s): Police, Grunt, Special Forces, Mech Infantry
Modified Component(s): Solar Collector to Solar Panel, also changed tech req to allow use at start of game
Added Tech(s): Basic Stellar Harnessing
Added Component(s): Advanced Solar Panel I-III
Fixed Tech(s): Rune Techs no longer show up as projects you can research
Added New Intro.bmp(old ones still available in folder)
Added New Happiness.txt traits including: Masochistic, Choleric, Multicultural, Collective, Berzerkers, Stoic, Explorer, Isolationist(Thanks Fyron)
Added Component(s): Cargo Expander I-III
Added Extra Combat Movement to Fighter Engines
Added Unit(s): Space Walker
Added Component(s): Airlock
Added Component(s): Squadron Bay I-III
Added Event(s): When Pigs Fly(with a image too!)
Added alot of new Emperor Titles
Halved size of all remote resource gathering components
Fixed problems in the intro.bmp
Split Ship Construction into: Combat Ship Construction, Colony Ship Construction, and Transport Ship Construction
Finished giving every unit and ship a description
Modified Component(s): Combat Sensor I-III to Targeting Sensor I-III
Updated data files for use with FQM Deluxe v2.09
Updated shipsets and cleaned out useless Ai files
Changed Monster Tech to Monster Evolution
Removed AI only mounts in CompEnhancement.txt
Added Monster Unit(s): Spawn
Added Monster Component(s): Exposive Sac
Wrote Generic Space Monster Rules for PBW.txt
Added FAQ.txt
Added Empires folder
Added Example Space Monster race
Cleared out old Space Monster AI files.
Updated descriptions for Monster Habitat I-II
This Version allows ships to be much faster than previous Version which will make many of you happier, also as you can see for the change list the cost of ship construction has been reduced greatly.
Any questions on what any of these changes actually mean go ahead and post them.
Edit: Updated List
Combat Wombat
January 1st, 2005, 04:46 PM
I need some honest feedback about what everyone thinks of Invasion!
If you play it, what about it do you like and dislike?
If you don't play it, what made you stop or never even start?
Ragnarok-X
January 1st, 2005, 05:47 PM
Instead of posting here, you should think about why both invasion pbw games are on hold since about 2 month. You can mail the player who participate. Dont expect much feedback here..
Combat Wombat
January 1st, 2005, 05:57 PM
The reason those games are on hold is because of the problems with the Version of the mod they are using, many of those problems cannot be fixed without making the savegames uncompatible. So the games are on hold because you among other players have made compalints about these problems in the mod and since continued play under these conditions is unacceptable the games will restart once this Version is complete.
Ragnarok-X
January 1st, 2005, 06:02 PM
Well, unfortunally MY complains about shipspeed were posted about 8 weeks BEFORE the game was "stopped". In the meantime i was able to aquire solarsails III and my ships were finally moving at all, with colonyships having speed 6. Thats why i feel quite pissed, especially because the empire had a small edge.
Anyways, i hadnt any complains except the propulsion system.
Combat Wombat
January 1st, 2005, 06:15 PM
Ragnarok-X said:
Well, unfortunally MY complains about shipspeed were posted about 8 weeks BEFORE the game was "stopped". In the meantime i was able to aquire solarsails III and my ships were finally moving at all, with colonyships having speed 6. Thats why i feel quite pissed, especially because the empire had a small edge.
Anyways, i hadnt any complains except the propulsion system.
Well the propulsion system has been fixed in 0.41 and the release date will be January 18th and a new PBW game will begin shortly after that.
Combat Wombat
January 2nd, 2005, 07:46 PM
Space Monsters are now a playable race in Invasion!
XenoTheMorph
January 3rd, 2005, 07:42 AM
Combat Wombat said:
Space Monsters are now a playable race in Invasion!
That sounds interesting! http://forum.shrapnelgames.com/images/smilies/happy.gif
you might need to flesh out the components a little.
Combat Wombat
January 6th, 2005, 10:48 PM
If anyone has any questions that they would like answered in a FAQ please post them so they can be added to the FAQ file so everyone can benifit from them.
Combat Wombat
January 7th, 2005, 08:13 PM
Does anyone know if the .wav files used by the game need to be in a certin format to work?
Captain Kwok
January 9th, 2005, 09:42 PM
No. But if you are adding new sound effects, I would just save them as 16-bit stereo .wavs as the current files are. It saves space, especially if you are using better quality .wav files from other games.
Combat Wombat
January 12th, 2005, 10:52 AM
A new Invasion! is going to begin on the 18th go here to reserve your spot:
http://www.spaceempires.net/home/
It is currently the second news item from the top.
Combat Wombat
January 16th, 2005, 02:48 AM
Finalized Invasion! 0.41 Changelist
Planned Release Date: Tuesday January 18th
Beta 0.41
Added Tech(s): Advanced Ship Construction
Added Unit(s): 11 new advanced ship hulls
Fixed problem in events file where events were not in the correct order
Fixed Ion Engine III
Boosted all bonus movement for all engine reactors
Made it more profitable to scrap facilitys and ships
Made it cheaper to mothball ships
Balanced PPBs
Buffed Laser Damage Slightly
Ship Construction cost lowered 50%
Base Construction cost lowered 25%
Removed Engine Mounts until a proper fix can be created for the exploit
Added Component(s): Large Cargo Bay I-III
Added Component(s): Phase Shift Cargo Bay
Added Tech(s): Cargo Storage IV
Removed Component(s): Quantum Reactor (I ended up adding it back in and removed the Zero-Point Energy Reactors unlimited supply ability)
Modified Component(s): Supply Storage to Fuel Storage Tank
Modified Component(s): Emergency Resupply Pod to Reserve Energy Cell
Modified Component(s): Emergency Propulsion to Solid Fuel Engine
Modified Component(s): Quantum Engine Reactor to Zero Point Engine Reactor
Fixed Component(s): Omni-Colony(description had a mistake)
Added Component(s): Large Fuel Storage Tank I-III
Modified Component(s): Stellar Nucleonic Torpedo to Sun Slayer Torpedo
Modified Component(s): Beta Displacement Pulser to Tempest Dissipation Pulser
Modified Component(s): Ionic Concussion BLaster to Tempest Creation BLaster
Modified Component(s): Stellar Plasma Sphere to Stellar Condenser Sphere
All ship components that store fuel now have the ability to cause damage if you choose to have your ship ram an enemy
Added Component(s): Chemical Laser I-V
Added Component(s): Massive Chemical Laser
Modified Unit(s): Colony Slug Ship to Generation Ship
Added Tech(s): Infantry
Modified Tech(s): Troops to Heavy Armor
Removed Tech(s): Heavy Armor V
Added Unit(s): Police, Grunt, Special Forces, Mech Infantry
Modified Component(s): Solar Collector to Solar Panel, also changed tech req to allow use at start of game
Added Tech(s): Basic Stellar Harnessing
Added Component(s): Advanced Solar Panel I-III
Fixed Tech(s): Rune Techs no longer show up as projects you can research
Added New Intro.bmp(old ones still available in folder)
Added New Happiness.txt traits including: Masochistic, Choleric, Multicultural, Collective, Berzerkers, Stoic, Explorer, Isolationist(Thanks Fyron)
Added Component(s): Cargo Expander I-III
Added Extra Combat Movement to Fighter Engines
Added Unit(s): Space Walker
Added Component(s): Airlock
Added Component(s): Squadron Bay I-III
Added Event(s): When Pigs Fly(with a image too!)
Added alot of new Emperor Titles
Halved size of all remote resource gathering components
Fixed problems in the intro.bmp
Split Ship Construction into: Combat Ship Construction, Colony Ship Construction, and Transport Ship Construction
Finished giving every unit and ship a description
Modified Component(s): Combat Sensor I-III to Targeting Sensor I-III
Updated data files for use with FQM Deluxe v2.09
Updated shipsets and cleaned out useless Ai files
Changed Monster Tech to Monster Evolution
Removed AI only mounts in CompEnhancement.txt
Added Monster Unit(s): Spawn
Wrote Generic Space Monster Rules for PBW.txt
Added FAQ.txt
Added Empires folder
Added Example Space Monster race
Cleared out old Space Monster AI files.
Updated descriptions for Monster Habitat I-II
Lowered Ship Construction cost again so the multiple lines of research would be balanced.
Added an Invasion! Icon file for use in the future.
Added 38 Brand New Sounds, many of which will be used for the Space Monsters there sounds are included in the Sound Mod Pack created by Fyron and I
Rebalanced Leaky Shields and Armor
Lowered ammount of supplies generated by solar panels
Gave Solar Sails the armor ability so they are destroyed first
Fixed description mistake in Expert Engineering Team component
Raised Cost of Cargo Tech Area slightly
Combat Wombat
January 18th, 2005, 02:29 AM
Invasion! Beta 0.41 Has Been Released
Download Invasion! 0.41 here: http://www.spaceempires.net/cw/Invasion.rar
This Version has more changes than any previous Version.
Important Notes: Uncompatiable with previous Versions, you need FQM Deluxe and Image Mod and the new Sound Mod to play properly. There us now a very limited FAQ included and a basic layout of rules concerning the use of Space Monster as a playable race.
Change Log:
Uncompatiable with previous Versions
Added Tech(s): Advanced Ship Construction
Added Unit(s): 11 new advanced ship hulls
Fixed problem in events file where events were not in the correct order
Fixed Ion Engine III
Boosted all bonus movement for all engine reactors
Made it more profitable to scrap facilitys and ships
Made it cheaper to mothball ships
Balanced PPBs
Buffed Laser Damage Slightly
Ship Construction cost lowered 50%
Base Construction cost lowered 25%
Removed Engine Mounts until a proper fix can be created for the exploit
Added Component(s): Large Cargo Bay I-III
Added Component(s): Phase Shift Cargo Bay
Added Tech(s): Cargo Storage IV
Removed Component(s): Quantum Reactor (I ended up adding it back in and removed the Zero-Point Energy Reactors unlimited supply ability)
Modified Component(s): Supply Storage to Fuel Storage Tank
Modified Component(s): Emergency Resupply Pod to Reserve Energy Cell
Modified Component(s): Emergency Propulsion to Solid Fuel Engine
Modified Component(s): Quantum Engine Reactor to Zero Point Engine Reactor
Fixed Component(s): Omni-Colony(description had a mistake)
Added Component(s): Large Fuel Storage Tank I-III
Modified Component(s): Stellar Nucleonic Torpedo to Sun Slayer Torpedo
Modified Component(s): Beta Displacement Pulser to Tempest Dissipation Pulser
Modified Component(s): Ionic Concussion BLaster to Tempest Creation BLaster
Modified Component(s): Stellar Plasma Sphere to Stellar Condenser Sphere
All ship components that store fuel now have the ability to cause damage if you choose to have your ship ram an enemy
Added Component(s): Chemical Laser I-V
Added Component(s): Massive Chemical Laser
Modified Unit(s): Colony Slug Ship to Generation Ship
Added Tech(s): Infantry
Modified Tech(s): Troops to Heavy Armor
Removed Tech(s): Heavy Armor V
Added Unit(s): Police, Grunt, Special Forces, Mech Infantry
Modified Component(s): Solar Collector to Solar Panel, also changed tech req to allow use at start of game
Added Tech(s): Basic Stellar Harnessing
Added Component(s): Advanced Solar Panel I-III
Fixed Tech(s): Rune Techs no longer show up as projects you can research
Added New Intro.bmp(old ones still available in folder)
Added New Happiness.txt traits including: Masochistic, Choleric, Multicultural, Collective, Berzerkers, Stoic, Explorer, Isolationist(Thanks Fyron)
Added Component(s): Cargo Expander I-III
Added Extra Combat Movement to Fighter Engines
Added Unit(s): Space Walker
Added Component(s): Airlock
Added Component(s): Squadron Bay I-III
Added Event(s): When Pigs Fly(with a image too!)
Added alot of new Emperor Titles
Halved size of all remote resource gathering components
Fixed problems in the intro.bmp
Split Ship Construction into: Combat Ship Construction, Colony Ship Construction, and Transport Ship Construction
Finished giving every unit and ship a description
Modified Component(s): Combat Sensor I-III to Targeting Sensor I-III
Updated data files for use with FQM Deluxe v2.09
Updated shipsets and cleaned out useless Ai files
Changed Monster Tech to Monster Evolution
Removed AI only mounts in CompEnhancement.txt
Added Monster Unit(s): Spawn
Wrote Generic Space Monster Rules for PBW.txt
Added FAQ.txt
Added Empires folder
Added Example Space Monster race
Cleared out old Space Monster AI files.
Updated descriptions for Monster Habitat I-II
Lowered Ship Construction cost again so the multiple lines of research would be balanced.
Added an Invasion! Icon file for use in the future.
Added 38 Brand New Sounds, many of which will be used for the Space Monsters there sounds are included in the Sound Mod Pack created by Fyron and I
Rebalanced Leaky Shields and Armor
Lowered ammount of supplies generated by solar panels
Gave Solar Sails the armor ability so they are destroyed first
Fixed description mistake in Expert Engineering Team component
Raised Cost of Cargo Tech Area slightly
And of course if you have any comments or questions you can post them here.
Also this post marks my 1 year anniversery of being a member of this wonderful Online community from my first post here (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Board=UBB23&Number=173408&page=1 &view=collapsed&sb=5&o=&fpart=1) to this one it has been alot of fun. I hope everyone enjoys this Version of Invasion! as much as I have testing it. Soon I will begin a new offical Invasion! PBW game and I invite everyone to join.
Atrocities
January 18th, 2005, 05:21 AM
AWSOME. http://forum.shrapnelgames.com/images/smilies/happy.gif
Combat Wombat
January 19th, 2005, 10:56 AM
Atrocities said:
AWSOME. http://forum.shrapnelgames.com/images/smilies/happy.gif
Yep it is http://forum.shrapnelgames.com/images/smilies/happy.gif
Even better is the fact that the new Invasion! PBW game is now starting! Everyone that wants to play as a monster better grab a spot fast. http://forum.shrapnelgames.com/images/smilies/happy.gif It's going to be alot of fun.
Atrocities
January 20th, 2005, 01:57 AM
You'll find that modding can consum your life. Be warned. http://forum.shrapnelgames.com/images/smilies/happy.gif
Ed Kolis
January 20th, 2005, 02:27 PM
OK, so how many racial points do we get in this PBW game? I'm itching to make my .emp file but that's holding me back http://forum.shrapnelgames.com/images/smilies/wink.gif
Combat Wombat
January 20th, 2005, 06:52 PM
5000, you should read the game description in PBW. Also make sure you read the Monsters rules text file included in Invasion! also 0.41 came with a 5000 point monster template race if you want to use that as a base.
Ed Kolis
January 20th, 2005, 08:57 PM
It said "0, 2000, 3000, 5000" http://forum.shrapnelgames.com/images/smilies/tongue.gif
Combat Wombat
January 21st, 2005, 06:20 PM
Thats weird, I will get it fixed then thank you for telling me.
Caduceus
January 22nd, 2005, 05:56 PM
CW - I am working with the new Invasion mod - found a few typos - I will send them to you PM..
Combat Wombat
January 22nd, 2005, 08:34 PM
Thanks and make sure you join the new Invasion! PBW game.
Caduceus
January 24th, 2005, 03:39 PM
Joined the game... Who else is out there?
Combat Wombat
February 26th, 2005, 10:43 PM
Alright everyone the Invasion! PBW game has started. Get those turns uploaded.
Combat Wombat
May 8th, 2005, 06:15 PM
Invasion! Beta 0.46
It can be downloaded here: http://www.secenter.org/Invasion.rar
This is the first full public release since Beta 0.41
All of the beta testers have been hard at work finding all of the bugs and I feel we have reached a point where a full release is in order.
Change List:
Beta 0.46
Removed warhead weapon abilities from supply storage items
Rebalanced some hull sizes
Changed Point Defense Cannon reload rate to 2
Changed Wave Motion Gun reload rate to 2
Changed Planetary Napalm 3x damage and 15 reload rate
Changed Small Cluster Bombs 3x damage and 15 reload rate
Updated Planetary Cloaking Device description to reflect SE4 1.91 abilities
Raised starting tech level for many areas
Added Warp Weapons to the tech requirement for Quantum Warp Missiles
Updated modinfo.txt, FAQ.txt, and Generic Space Monster Rules for PBW.txt
Took full damage for Chemical and Massive Chemical Lasers out to full range
Fixed typo in Temporal Space Yard II
Renamed a few things and lots of other small changes
Beta 0.45, 045a
Gave monsters ECM & Combat Sensor Abilities
Gave the monster armor and skin the ability to block engine destroying weapons
Finally implemented the Monster Yard
Beta 0.44, 0.44a
Rebalanced Monster Facilities
Rebalanced Monster Components
Rebalanced Monster Hulls
Fixed Neural Core Upgrade Problem
Raised Monster Evolution Cost
Raised Shield Points on Massive Planetary Shield
Raised Shield Points of System Capital Complex
Fixed Chemical Laser
Raised Population Hit Points
Lowered Cost to Upgrade Facilities
Beta 0.43
Fixed Component(s): Shield Generators
Raised Movement of Monsters
Fixed Light Colony Ship Short Name
Fixed Roman Numeral on Titanium Armor II and on many other armor components
Fixed Cost of Monster Shields
Beta 0.42
Updated Monster rules text file so it now allows the use of natural merchants
Changed Monster Cloak so it uses normal cloaking abilities
Changed Monster PD so it cannot be used on drones
Fixed Chemical Lasers being in the wrong component family
Fixed monster PD and Neural Core having the same image
Raised Cost of Monster Evolution
Major Monster rebalance changes to numerous to list
Lower points generated by Science Lab and intelligence counterpart components
Combat Wombat
May 17th, 2005, 01:46 AM
*bump*
Also I am looking for a replacement player for the Invasion! PBW game. If you are interested post here.
Combat Wombat
September 6th, 2005, 07:42 PM
Here is the first draft of Invasion! Beta 0.50
http://www.secenter.org/Invasion050Dev.rar
Please post any suggestions or problems you find.
Strategia_In_Ultima
September 8th, 2005, 07:29 AM
Why did you remove the warhead ability from supply comps? Also, I thought you'd only be using self-extracting RARs?
Captain Kwok
September 8th, 2005, 10:06 AM
Perhaps this might be a good time to update your website. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Combat Wombat
September 8th, 2005, 11:44 AM
I did update the website kwok http://forum.shrapnelgames.com/images/smilies/tongue.gif
Strategia the warhead abilities on the supply comps was messing up the AI in combat so they had to be removed http://forum.shrapnelgames.com/images/smilies/frown.gif
I can make the next rar self extracting if you need it to be.
Combat Wombat
September 10th, 2005, 01:16 PM
Invasion! Beta 0.50 has been released!
You can find out all of the information here (http://www.neotechgaming.com/portal.php?topic_id=1612)
Caduceus
September 22nd, 2005, 12:57 PM
What's the final word, CW?
Is the first Invasion! game done?
Are there slots in the second Invasion! game?
Combat Wombat
September 22nd, 2005, 02:49 PM
The current game is basically over, it will be deleted soon.
There is still open space in the new game everyone is welcome to join.
Final Draft of Invasion! Beta 0.50 is available here:
http://www.secenter.org/Invasion050.exe
Emperor's Child
September 23rd, 2005, 10:24 PM
I'm looking over your space monsters and want a pulse check on my take:
They can't colonize, but they start out stronger and can build quicker than other players can at first. They also start out with ships with unlimited range, so could possiby reach waaaaay out and touch you...
It looks like they are a Harassment type of race that can't expand beyond their home system(s), but are a bloody mess to have next to your newly starting race, right? My guess is that they are strong until the mid game when other (surviving) players get fleets large enough to extermiante the monster nest systems.
Is this about how they play? I can't really see a winning economic model for this race other than a early-game crush of the local opponents.
I'm also curious if it was intnetional to keep them vulnerable to boarding or mental subverters...why not make the nural cores master computers? Seems pretty silly to have a big bad space monster as pets...
Combat Wombat
September 23rd, 2005, 10:37 PM
The boarding party weakness is a small error but will be fixed in the next patch. Monsters can stay powerful throughout ther whole game you just need to play them correctly. Also with the psysic trait monsters can take enemy ships and in theory colonize if you want to spend you points like that
Emperor's Child
September 23rd, 2005, 11:08 PM
Also noted the following minor bug:
In the vehicle definitions file, the picures of the Monster ships are out of order to the size of the vehicle constructed.
The Monster level 1 hull has the Lt cruiser picture,
ML2 - destroyer pic
Ml3 - Cruiser pic
ML4 - Battleship pic
ML5 - Worldship pic
ML6 - Battlecruiser pic
I'd recommend the following order:
ML1 - Destroyer pic;
ML2 - Lt Cruiser
ML3 - Cruiser
ML4 - Battlecruiser
ML5 - Battleship
ML6 - Worldship
Combat Wombat
September 24th, 2005, 03:44 AM
Those are done that way because they look best in that order when you are using the default monster shipset
Emperor's Child
September 24th, 2005, 07:42 AM
I guessed as much, but shouldn't the default monster pictures just be re-arranged in the order you like? That way people loading up alternate monster shipsets will have them work the way they expect. I've just uploaded a monster shipset I knocked tother (the jellies), got my empire file in, and now find out that the ships will be viewing in the wrong sequence. I'd been testing out the mod's monster race using the stock monster shipset so I didn't notice it beforehand.
Ragnarok-X
September 24th, 2005, 08:30 AM
You can always just withdraw and rejoin.
douglas
September 24th, 2005, 08:51 AM
Combat Wombat said:
Those are done that way because they look best in that order when you are using the default monster shipset
That is a problem with the shipset, and should be fixed by changing the shipset, not by compensating for it in the mod.
Emperor's Child
September 24th, 2005, 10:48 AM
Exactly. I don't mind re-doing my shipset, but I just thought that you'd want to fix the shipset instead of wrap the mod. Nevertheless, I've already loaded the new shipset in and have withdrawn and re-applied to the game.
Combat Wombat
September 29th, 2006, 09:11 PM
Ok the time has come! Invasion! Deluxe is coming to a close quickly, Sivran has wiped 3 normals and is soon to be moving against the rest. So one way or another the game will be over soon.
So the question I have is there any interest for another Invasion! game? I will most likely be working on a updated version for a new game to fix the few remaining bugs that have been discovered and reorganiznig some data files.
Combat Wombat
April 22nd, 2008, 03:17 AM
You can download it here (http://www.secenter.org/Invasion06.rar)
Beta 0.6 marks a large step for the mod with the addition of complete working AI for normal and monster races. It also does a fair ammount of monster balacing to address issues that had shown up in the now defunct pbw games I was running. Multiplex tracking has been changed a bit, all hulls have a base tracking ammount this ammount can only be increased by turning over control of the ship to a Master Computer. Also I have tried to push each hull size closer to having a more specific role.
As usual the mods needs Image Mod and Sound Mod to work properly
Beta 0.6
Added complete working TDM based AI thanks to bearclaw
Tweaked Engine Destorying Weapons
Increased Mines/Sats per sector per player
Greatly reduced damage of shield component destroying weapons to prevent exploiting
Added 10th rule to Generic Space Monster Rules.txt
Added 5th level of Monster PD
Lowered Monster research and construction slightly
Made Bio Electric Field have two levels
Made Monster Neural Core two levels
Tonnage changes to all levels of Master Computer
Slightly raised armor research cost
Increased size of worldships to better reflect how large they are
Increased size of worldship size carriers to better reflect how large they are
Changed maintence reduction on world base to 90%
Changed Superbeast defense bonus
Changed Monster Berzerk II
Changed Solar and Advanced Solar Panels
Moved Multi-Plex Tracking ability to hulls
Replaced Combat Support tech area with Electromagnetic Counter Measures
Added multiplex tracking ability to Master Computers
Gave ship hulls more specific roles
Added Targeting Computer
Reduced Resupply tech area to three levels
Changed Depleted Uranium Cannon to Depleted Uranium Railgun
Added new Empire Types
Added Armor AI tags
Fixed Transport size issue
Cleaned up a number of AI issues
Reduced overall filesize of mod by a considerable margin
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