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Strategia_In_Ultima
February 10th, 2005, 03:43 PM
I've been working on the Capship Mod for some time now... Thanks to Ed Kolis and PvK for giving me early advice to improve the basic template... it's grown FAR FAR FAR beyond what it originally was. Version 0.80 is ready. Test it and tell me what you think.

edit: Renamed the thread to reflect the new subject better.

edit2: Renamed the thread again, back to its old name.

Starhawk
February 10th, 2005, 03:54 PM
Um, details on what it does would be nice http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima
February 10th, 2005, 03:58 PM
Oops, sorry, forgot...

Capship (short for Capital (War)Ship) is made to approach SW/Farscape tpye ship proportions. In Farscape, Scarran Dreadnoughts and Peacekeeper Command Carriers... oh what the heck. ModInfo.txt excerpt:

"This mod was designed to approach SW and Farscape in ship scales. The SW Death Stars were massive baseships brimming with weaponry, virtually impossible to destroy. In Farscape, Scarran Dreadnoughts and Peacekeeper Command Carriers appear to be hundreds of kilometres (or miles) long. This mod copies those examples somewhat, as ships in this mod reach up to over 20MT in size. These ships are also immensely expensive, and take hundreds of turns to build. There are also smaller ships, which are also strategically important. A combined-arms campaign is necessary if you want to attain victory here. The massive warships are tough juggernaughts, obliterating enemies easily, but the smaller craft are also important. If you lose one of your massive warships, it'll take over a hundred turns for you to build another one. If you lose a smaller ship, it'll be replaced in not more than five turns."

This about sums it up.

Strategia_In_Ultima
February 10th, 2005, 04:04 PM
Also added racial crossover tech facilities, anti-capship weaponry, planetary batteries (small WPs made specifically for certain types of comps), planetary storage units (WPs fully filled with a large cargo storage warehouse. It's very expensive, and the thing itself is also big. It's mainly intended for use on large/huge worlds to increase cargo storage for, say, WPs, mines or fighters if it's a border colony, troops/drones/sats for storage compounds, etc.), advanced stellar manipulation, "semi-dead-end tech areas" (expensive little buggers that take looong to complete but provide you with interesting new tech), specialized Ship Sizes (a second line of Destroyers has built-in scanners, a second line of Frigates are fast strike craft, the Hunter Assault Craft is a small very fast strike ship, etc. I'm planning to add more.), and more I can't really think of anymore right now.

Strategia_In_Ultima
February 10th, 2005, 04:05 PM
Oh, and Capship is always equipped with the latest version of the "Cultures and Demeanors" add-on mod.

Starhawk
February 10th, 2005, 04:21 PM
Hmmm hundreds of turns for one ship eh? maybe I'll take a look at it.

Strategia_In_Ultima
February 10th, 2005, 04:36 PM
But only for the biggest... the small (i.e. somewhat normal) warships take less to build. A light cruiser is the size of a Baseship (1500kT) and can be a (small) backbone for your spacefleet. Anything from Light to Heavy Cruiser (Battlecruiser if you're economically superior) can be the backbone of your fleet. The largest ships (anthing above Battlecruiser is a Capship, and a Battlecruiser is 6000kT) take looong to build and lots to maintain. The absolutely excessive costs of COMCAs makes them an economic nightmare... but in a military environment it is worth a solid Sphereworld (Dyson sphere) in compressed diamond. The basic COMCA (where "basic" is nothing but a Master Computer) takes over 100 turns to build, if you fill it with weapons it will be about two to hree hundred. DO TAKE NOTE HOWEVER that the maintenance cost has been INCREASED TO 50%!!!!!

Strategia_In_Ultima
February 10th, 2005, 04:39 PM
Thank u... PowerArchiver wouldn't store the directory paths... grrr (I place the mod files directly in the source directories. Stupid, I know, but I do it. I've got six or seven or so FULL INSTALLMENTS of SEIV now (among which are P&N and Proportions). Only one was actually installed, but the rest... simply copied from the basic template.)

Starhawk
February 10th, 2005, 04:50 PM
30 years to build one ship......hmmmm YIKES!

Strategia_In_Ultima
February 10th, 2005, 05:31 PM
WTF?!? Hadn't Urendi Maleldil (or however you spell it) posted here too? I don't see his post anymore!

Nodachi
February 10th, 2005, 06:52 PM
Ok, I'd like to test your mod but I don't want to create another installation of SEIV and from the looks of things that's what I'd have to do.

I've taken the liberty of putting your files into a folder structure and rezipping them(file attached). What you need to do now is add to it so that people can play the mod without jumping through hoops. http://forum.shrapnelgames.com/images/smilies/happy.gif

You've got some good ideas and I hope you'll take the time to correct the problems so other folks can see them!

Fyron
February 10th, 2005, 10:14 PM
There is an "edit post" button you can use to avoid multiple posts in a row...

Strategia_In_Ultima
February 11th, 2005, 06:01 AM
Thnx, Nodachi... that's what I was talking about in my previous post. Urendi Maleldil had already done such a thing, but now I don't see it anymore...

And I know it's better to have a mod directory path, but I had already duplicated SEIV before I knew of this. And I also have certain races I only want to use in certain mods, so that's another reason why I did it.

I know about the "Edit Post" button, but I kept forgetting...

And one more thing: If you test it, please, post your opinion and/or advice here. It's only a beta version as of yet. I'm planning to add more, and I haven't really playtested it myself - partially because the AI will NOT be able to handle the mod, and I don't really want to play against myself for that long.

Strategia_In_Ultima
February 11th, 2005, 09:10 AM
What problems are you specifically talking about, Nodachi? The issue with the anti-capship missiles? The Advanced Stellar Manip things? the Advanced Physics tech types?

Nodachi
February 11th, 2005, 09:46 AM
Dude, the game can't load the mod unless someone duplicates your set-up. Even when I reworked what you had posted into folders and rezipped them it still won't load due to missing files. What I would suggest is that you go ahead and get everything laid out correctly and repost the mod.

I hope I'm not coming off as an ***, honestly I'm just trying to help. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Emperor Fritsch the Dense
February 11th, 2005, 10:48 AM
Please follow der suggestions! Sounds fun.

Strategia_In_Ultima
February 11th, 2005, 12:51 PM
I know... I've forgot SectType, which now uses the denominators "Halo Ring World" and "Dyson Sphere" instead of ring/sphereworlds.

Oh, and if you're talking sbout the error message at 78% loaded of the AI files, it's OK. The AI for this mod hasn't been reworked yet, and since I split up Ship Construction into approx. seven projects, the AI needs to be told to research those projects instead of Ship Construction. However, I took one look at the AI Research files and took off. It seemed too darn unreadable... I don't think I'll ever get round to it, so I'm hoping for someone to volunteer to do the AI work here... for now it's human-vs-human only. (Or human-vs-alien, or alien-vs-alien, whatever.)

Urendi Maleldil
February 11th, 2005, 03:37 PM
I tried to upload a .zip file with all the directories in place, but for some reason it got posted as a bad file so I deleted it.

Here's another try.

Fyron
February 11th, 2005, 03:45 PM
StrategiaInUltima said:

And I know it's better to have a mod directory path, but I had already duplicated SEIV before I knew of this. And I also have certain races I only want to use in certain mods, so that's another reason why I did it.


You can have a Pictures folder in the mod too. Add a Races folder, only add folders for the races you want to be available in that mod. If it is a stock race, you can even just have a blank folder in the mod, and SE4 will find the missing files in the default folders. Or, include some customized AI files as necessary, and SE4 will fill in the gaps (such as images).

Strategia_In_Ultima
February 11th, 2005, 04:37 PM
Oh, I see. Thnx for clearing that up Urendi http://forum.shrapnelgames.com/images/smilies/laugh.gif

I know, but I wanted some STOCK races NOT to appear in some mods. For example, I don't really like the Eee - with their globular ships. Or the Sergetti. And in one mod I used only several downloaded ST races - not all, but some. (And yes, it WAS an ST mod - but my own one. I knew (a little) about the AT ST Mod, but I just created it anyway. Never really got round to finishing it completely.)

I'll be uploading SectType soon.

Strategia_In_Ultima
February 11th, 2005, 04:39 PM
Please Note: This Is Only A Beta Version. Full Version Not Yet Available.

Suicide Junkie
February 11th, 2005, 04:40 PM
That's Fyron's point, though.

If you put a pictures/races folder into your mod, only the races listed there will be in your mod.
You don't even need to copy the BMPs and TXTs, just have the racename folder for ONLY the races you want to include in the mod.

Nodachi
February 11th, 2005, 10:06 PM
StrategiaInUltima, you are more than welcome to take a look a the mod I was working on. It has some of the same concepts that your's has and I'll probably not go back to it. Strip it out, use anything you happen to like, delete it and tell me to STFU, whatever. http://forum.shrapnelgames.com/images/smilies/wink.gif Here's a download link. (http://www.shrapnelcommunity.com/threads/download.php?Number=322632)

Fyron
February 12th, 2005, 03:08 AM
StrategiaInUltima said:
Oh, I see. Thnx for clearing that up Urendi http://forum.shrapnelgames.com/images/smilies/laugh.gif

I know, but I wanted some STOCK races NOT to appear in some mods. For example, I don't really like the Eee - with their globular ships. Or the Sergetti. And in one mod I used only several downloaded ST races - not all, but some. (And yes, it WAS an ST mod - but my own one. I knew (a little) about the AT ST Mod, but I just created it anyway. Never really got round to finishing it completely.)

I'll be uploading SectType soon.

If all you have in your Modname\Pictures\Races folder is a Jraenar folder, ONLY the Jraenar shipset will be available.

Strategia_In_Ultima
February 12th, 2005, 09:09 AM
Thank you Nodachi... I am indebted 2 U http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima
February 12th, 2005, 09:34 AM
Erm... Nodachi... I've tried three times, but something's wrong - perhaps with my copy of PowerArchiver or with the file or the disk. When I download it it shows up as being 79kB, and it conitnues to say that when I put it on a disk and transfer it to my own computer (I've got no internet connection on my PC, so data transfer has to happen with disks.) but when I open it, it shows only "changelog.txt" as being 200kB and packed as 400kB, and it won't open or extract. Could you plz make a zipfile of your mod and post it again? Perhaps then it'll work...

Nodachi
February 12th, 2005, 01:05 PM
OK, zip file attached. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Strategia_In_Ultima
February 12th, 2005, 01:28 PM
Thankyou... it looks very promising http://forum.shrapnelgames.com/images/smilies/laugh.gif I'm sure to use some aspects of it...

Strategia_In_Ultima
February 12th, 2005, 01:31 PM
[approx. diameter of eyes: 10 cm, approx. diameter of pupils: 20 angstrom] EEP..... the engines! The engines! [faints]

Nodachi
February 12th, 2005, 01:34 PM
Are you referring to my mod? If so, the engines and control components use scale mounts.

Strategia_In_Ultima
February 12th, 2005, 01:42 PM
I know... I've seen... but... but... it's... it's... just so MANY of them! Endless lists of engines! Enough engine types to fill a Dyson Sphere!

(The rest STILL looks very good tho.)

Strategia_In_Ultima
February 12th, 2005, 01:49 PM
but why do ALL facilities generate shields AND regenerate them at the same rate? This way, glassing a homeworld will be IMPOSSIBLE...

Suicide Junkie
February 12th, 2005, 02:45 PM
Shield regen and shields-from-damage don't work on planets.

PS:
Click "show only latest"

Strategia_In_Ultima
February 12th, 2005, 03:19 PM
Oh and... is it possible for weapons to have multiple damage types? Like, for an Orbital Thermonuclear Scatterpack ("The Evil Ruler's Best Friend." as taken from the sales folder of the Intergalactic Evil Supermarket, 2413.5 (Intergalactic Evil Supermarket is registered trademark of EvilEmporium, Inc.(EvilEmporium, Inc. is a registered trademark of the Microsoft Corporation.))) you could have normal AND conditions damage type, AND perhaps also a Plague (i.e. radiation sickness). Is that possible?

Fyron
February 12th, 2005, 04:00 PM
StrategiaInUltima said:
Erm... Nodachi... I've tried three times, but something's wrong - perhaps with my copy of PowerArchiver or with the file or the disk. When I download it it shows up as being 79kB, and it conitnues to say that when I put it on a disk and transfer it to my own computer (I've got no internet connection on my PC, so data transfer has to happen with disks.) but when I open it, it shows only "changelog.txt" as being 200kB and packed as 400kB, and it won't open or extract. Could you plz make a zipfile of your mod and post it again? Perhaps then it'll work...

You need WinRar (http://www.rarlabs.com/) (shareware) or 7-Zip (http://www.7-zip.org/) (freeware/open source) to handle RAR files. Zip is such a poor format...


StrategiaInUltima said:
but why do ALL facilities generate shields AND regenerate them at the same rate? This way, glassing a homeworld will be IMPOSSIBLE...

Glassing a homeworld should be very difficult to do... Glassing planets in stock SE4 is way too easy to accomplish. A decent sized fleet should be able to overcome even large amounts of planetary shielding. Unless, of course, Nodachi gave them 50000000 shield points each or something. http://forum.shrapnelgames.com/images/smilies/wink.gif

Strategia_In_Ultima
February 12th, 2005, 04:03 PM
I use PowerArchiver, which can handle EVERYTHING from zip, rar, cab to BH, and whatnot. It's got a whole list of archive types to use. It is a "Meta-Zipper", and that was not the problem. It's OK now, it works.

Fyron
February 12th, 2005, 04:12 PM
Nodachi's RAR had no problems at all for me when I opened it in WinRar. Either Power Archiver doesn't fully support RAR format or you had a corrupted download...

And now that I have actually looked at his mod... 500 to 2000 shield points per facility are trivial compared to decent sized fleets. The shield points just prevent you from doing silly things like sending one ship to 10 colonies in one turn and blowing all of them up. On the best of worlds, that is just 60,000 shield points. Have a weapon that does 50 damage, say 4 per ship, and you can get through that in 10 rounds with just 30 ships. Even if someone were to fill a planet with Space Ports (5000 shields each), that would still only be 150,000 shield points, which can be destroyed in 10 rounds with 75 ships. A bit tougher to crack, but quite doable. Especially if you have any stronger weapons available... I am fairly certain that shields do not prevent you from dropping troops on a planet, so you can just drop troops and bypass the shields.

Strategia_In_Ultima
February 12th, 2005, 04:28 PM
Hmmm... and the regeneration? That makes it an all-or-nothing hit... and I probably had a corrupted download. The zip file took about seventeen seconds to download, whereas the rar was done instantly. It now works, tho. And my question still stands: can you make weapons with multiple damage types?

Strategia_In_Ultima
February 12th, 2005, 04:39 PM
And I'm planning to add planetary shielding facilities in Capship too - gonna keep the Ruins shield, and make that one something massive, like the Rebel shield generator on Hoth.

Also, is it possible to create facilities with weapons? Like the Missile Bases in SEIII?

Nodachi
February 12th, 2005, 04:41 PM
No, unfortunately you can't use multiple damage types.

Nodachi
February 12th, 2005, 04:46 PM
About the engines, there are the same number of engines as in the stock game.

No, facilities can't have weapons.

Strategia_In_Ultima
February 12th, 2005, 04:54 PM
Then what is Engines.txt?

Nodachi
February 12th, 2005, 05:03 PM
Oh damn! I forgot that was in the folder when I rezipped the mod for you. Engines.txt is the file I got when I was playing around with the tech gridder. http://forum.shrapnelgames.com/images/smilies/frown.gif

Strategia_In_Ultima
February 12th, 2005, 05:29 PM
Doesn't mind. Made me think. Gave me inspiration.

Renegade 13
February 12th, 2005, 08:04 PM
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.

Suicide Junkie
February 12th, 2005, 08:13 PM
StrategiaInUltima said:
Hmmm... and the regeneration? That makes it an all-or-nothing hit...



Suicide Junkie said:
Shield regen and shields-from-damage don't work on planets.

ZeroAdunn
February 12th, 2005, 10:30 PM
I like the idea of facilities generating shield points, I think I will add that to my mod.

Renegade 13
February 13th, 2005, 12:26 AM
Renegade 13 said:
You say you don't have a working AI yet? I'll work on it, see what I can do. AI's aren't exactly my specialty, but I may get something rudimentary going. I'll let you know.



Sorry, I worked on getting an AI to work for about the past 3 hours, and nothing. I hope someone else can get one working.

Strategia_In_Ultima
February 13th, 2005, 06:14 AM
One more question: what does the "Drop Troops" ability do?

Fyron
February 13th, 2005, 06:28 AM
StrategiaInUltima said:
One more question: what does the "Drop Troops" ability do?

Nothing. Like Palace, Star - Unstable, and several others, it is 100% non-functional. Such abilities can be handy as extra AI Tags and to add more bullet points in the description of the component. A very common use is to use a non-functional ability to add a tag mentioning any to hit bonus/penalty a weapon has, since this value is displayed nowhere in-game.

Check out SEIV Modding 101 for a complete listing of all abilities. Tells you what they do and which files they are useable in. Many facility abilities can be used as ship components, and vice versa. http://forum.shrapnelgames.com/images/smilies/wink.gif

http://se4modding.spaceempires.net/ModdingTutorial.html#Chapter16

Strategia_In_Ultima
February 13th, 2005, 07:08 AM
Ah... thank you. But, can you make a comp which produces res and intel? I've tried it once, for another (personal) mod, but it didn't work...

Strategia_In_Ultima
February 13th, 2005, 07:28 AM
And... once, I made a long Ability descr, but then ALL THREE ability descrs, the other two of which were one line, were just TOTAL BLACKNESS BEHIND THE BULLET when I rightclicked the comp ingame... y?

edit: OK... so that didn't make much sense.

Strategia_In_Ultima
February 13th, 2005, 02:44 PM
Is it true that "leaky armor" is simply an armored comp without the Armor ability? And how do you make leaky shields?

Suicide Junkie
February 13th, 2005, 03:28 PM
Leaky armor is just components with no armor ability, but very high hitpoints per kt size.
They push your ship's hitpoints way up, and by details of the way damage is applied, the high hitpoint components will tend to absorb more than their expected % of the damage.
Size of the component does not matter when picking which component to destroy, only hitpoint total.

The damage is applied via a "hitpoint lottery", where each component gets a ticket for each of its hitpoints, and one is picked randomly.
However, due to the process of absorbing damage, and then picking new targets for any leftover damage points, components with large hitpoint counts will absorb more than their fair share of damage.
five 10-hp crew quarters, for each 50-hp armor. There is an even chance that CQ or armor will be hit first, however, IF the armor is picked, it absorbs 5x more damage than the CQ would have. If a CQ is hit, it only absorbs 10 damage, and the rest gets another chance to be absorbed by the armor.

---

Leaky shields use the shields-from-damage ability, just like crystalline armor.
For normal damage weapons, the first hit will knock down the shields. The second hit will do hull damage, and recharge the shields. Third hit is blocked, fourth does damage, and so on.
On average, when your ship has more than enough generators, the shields block 50% of the damage.

If you are short on generators or they suffer damage, then you'll hit a point where the SFD ability total is less than the damage per hit. When this happens, they will only block that ability amount per shot, instead of the full 50%.

If the weapon deals different damage types, you will get different absorption %:
quarter to shields: 80%
half to shields: 67%
normal: 50%
double to shields: 33%
quad to shields: 20%
any-skipping, any-only, etc: 0%


-----

Ability descriptions only reserve enough space for one line.
You will need to shorten the description, or break it up over multiple ability descriptions.
You can use the "Star - Unstable" ability to make extra ability tags, since that ability has no actual in-game effect. Add it multiple times if you like.

Also beware that your component's description / name dosen't get to be taller than the component picture, or it will eat into your space as well.

There is leeway of about one line worth of text, depending on font size, for the whole window.

Fyron
February 13th, 2005, 03:55 PM
StrategiaInUltima said:
And... once, I made a long Ability descr, but then ALL THREE ability descrs, the other two of which were one line, were just TOTAL BLACKNESS BEHIND THE BULLET when I rightclicked the comp ingame... y?

edit: OK... so that didn't make much sense.

Yes, this happens all too often. http://forum.shrapnelgames.com/images/smilies/frown.gif It also happens if the component description is long enough to go below the component image... http://forum.shrapnelgames.com/images/smilies/frown.gif

Strategia_In_Ultima
February 13th, 2005, 04:36 PM
Not COMP descr, ABILITY descr. I've made long comp descrs before, and they all worked. It were the Ability descrs that caused me trouble.

Thnx for all the input, guys.

Fyron
February 13th, 2005, 05:52 PM
What I said is absolutely true... go test it. Having descriptions in either place that are too long causes the same problem...

Strategia_In_Ultima
February 13th, 2005, 06:15 PM
OK, so I'll split it up.

Nodachi
February 13th, 2005, 08:02 PM
Something to bear in mind about a leaky armor system, any armor skipping weapons get devalued because they have nothing to skip. However, on the other hand, armor skipping weapons can make a leaky shield system useless because they wind up skipping the shields.
Just a couple points you should know. http://forum.shrapnelgames.com/images/smilies/wink.gif

Strategia_In_Ultima
February 14th, 2005, 09:24 AM
Thnx. I'm not planning to add leaky shields, I'm just going to make projectile (i.e. non-energy) weapons skip all shields, to reflect real life - an incoming laser beam might be scattered by a strong EM field, but a bullet will go right through it. I'll also revise the entire armor system. With everything I've planned for 0.81, I think it'll be quite some time before it's in working order.

edit: Torps will skip normal shields. They're essentially projectiles, but they have strong energy warheads. The projectile will be able to travel through a normal shield, but a phased shield will suck all energy out of the warhead.

Among other things, I'm completely revamping ground combat. Fighter weapons can no longer be placed on troops, now you have infantry, mech infantry, armor detachments, artillery, air units etc.

(Note: Thanks to DEG for making some of the pics I'm using as infantry/officer units... also used two of these to use as new pics for the boarding marines/security forces comps.)

Strategia_In_Ultima
February 14th, 2005, 03:59 PM
Erm... one more Q:

What are the Range effects of troop weapons?

You see, I'm planning to add artillery as the part of my revamping GC - but I wanted it to have a damage of for example:
0 0 0 10 10
but I do not know if it is possible. Do GC ranges count as SC ranges? In that a planet is 4x4 squares, and a damage of 5 5 would be able to target a troop two squares in front of it?

Fyron
February 14th, 2005, 04:08 PM
How about giving projectile weapons 4x damage to shields instead of making them skip all shielding? It would have a similar effect, but it wouldn't render the shields 100% useless... Surely those energy barriers would do something to slow down or deflect projectiles?

How are you planning to balance shield piercing projectiles with energy weapons?


What are the Range effects of troop weapons?

Troop combat is really primitive. All weapons do damage listed at range 1 every round. Range and rate of fire are irrelevant. There is no distance. Both sides just line up and fire at each other until one side is dead. Make sure to balance all troop weapons with this in mind.

Strategia_In_Ultima
February 14th, 2005, 04:31 PM
Make projectiles skip shields, torps skip normal shields and energy weaps (beams, plasma missiles, and such) skip none unless specified. Projectiles are pretty strong in the early game, but are still important later as you get access to ridiculously poweful weapons in comparison to DUCs. Energy weaps will be very strong and smaller than projectile, but will as said not skip unless specified. Torps are in between; skip noraml, do medium damage at medium size. Torps will be moderately effective later, with phased shields because they're smaller than projectile and stronger than energy.

Thnx for the info. Damn...

Nodachi
February 14th, 2005, 05:40 PM
One quick way to maintain balance would be to make projectile weapons use a lot more supplies than energy weapons and make thier ROF slower. That actually seems to be fairly realistic.

Suicide Junkie
February 14th, 2005, 05:45 PM
Having a mix of good, supply sapping weapons, and not-so-good, supply-saving weapons can come in handy.

You can then have customized defense ships, slinging thousands of supplies per turn into the combat while sitting in orbit of a resupply depot.

On the other hand, your attack ships will have to use the supply-saving weapons in order to fight more than one or two big combats.
You could also have some attack ships clear a path to the enemy lines, and bring in the powerful defense ships to back them up for a single major warppoint or homeworld battle.

Strategia_In_Ultima
February 14th, 2005, 05:50 PM
Problem with that is: I've added Large-Scale Gatling Cannons and Heavy Vulcan Autocannons that fire really fast... will do the supply thing tho, but remember: projectiles are relatively weak in comparison to energy weaps (especially anti-capship weaponry... 1K consistent damage on a range of approx. seven. OMFG) and you still have torps to take up the middle.
So the basic weapon usage layout would be:
-Early game: Projectile, perhaps early Torps, perhaps early Beams
-Middle game: Projectile, Torps, stronger Beams
-Late game: advanced Projectile, minor usage of Torps and large-scale Beam weapon deployment

Still a [censored] pity of the GC... http://forum.shrapnelgames.com/images/smilies/frown.gif http://forum.shrapnelgames.com/images/smilies/mad.gif http://forum.shrapnelgames.com/images/smilies/frown.gif realy wanted to add that Artillery. Oh well. Back to the drawing board then. Will have to make the Artillery space-based long-range heavy weaponry...
Damage(approx):
0 0 0 1K25 1K 1K 750 750 500 500 250 250 250
and:
0 0 0 0 0 1K5 1K5 1K25 1K25 1K25 1K 1K 1K 1K 1K
and:
0 0 0 250 250 0 0 0 0 0 2K 1K75 1K5 1K25 1K

Fyron
February 14th, 2005, 07:10 PM
Check out GritEcon mod.

http://imagemodserver.mine.nu/other/MM/SE4/Mods/GritEcon/

It has infantry, tanks, and artillery. Infantry do piddly damage, but have tons of hit points. Artillery do must more damage, but have piddly hit points. Tanks do less damage than artillery and have fewer hit points than infantry. You need infantry to soak up damage, but you need heavy vehicles to do any real damage.

Suicide Junkie
February 14th, 2005, 11:50 PM
Plus, build costs go up rapidly with increasing size.

You can easily throw 10,000 infantry around in multiple major planetary assaults, and throw a few thousand light tanks in to back them up, but you have to carefully hoard your couple hundred heavy tanks and save them for the important battles.

Strategia_In_Ultima
February 15th, 2005, 04:01 AM
Thnx. Will look into it. I'll change the range of troops to 1, and do something about the costs/damage/hps.

kerensky
February 15th, 2005, 08:47 PM
Is there a downloadable version of this mod yet? At least in a beta?

Strategia_In_Ultima
February 16th, 2005, 03:31 AM
Look back a couple pages... latest edition is 0.80 tho, 0.81 (in the works) will be different.

Strategia_In_Ultima
February 16th, 2005, 07:54 AM
Eventually, if what I'm planning now can be implemented, the entire game play will be different, and almost nothing will be the same.

Leaky armor, armor tech trees, light weapons for anti-fighter/small ship fire-support and large, heavy weaponry for anti-capship support, modified Boarding combat components, etc.

TheDeadlyShoe
February 16th, 2005, 01:06 PM
ai?

Nodachi
February 16th, 2005, 03:04 PM
He really can't do an AI until he gets the components and such finalized.

Actually that's not entirerly true, if he wants to keep his sanity he'll not try to do an AI until he get the other stuff done. Having to constantly redo an AI sucks. http://forum.shrapnelgames.com/images/smilies/frown.gif

Strategia_In_Ultima
February 16th, 2005, 03:41 PM
And I don't think I'll be able to do it. I've looked at AI files sometimes, but i couldn't make heads or tails out of it (at least the Research file, Speech is easier than enything and Construction is also comprehensible... somewhat. But Research will require the most major tweaks. I'll probably let someone else handle that... any volunteers? it's gonna be a tough job, though.)

Btw, happy birthday, Nodachi.

Nodachi
February 16th, 2005, 03:49 PM
Thank you, StrategiaInUltima.

My advice is to concentrate on getting everything working the way you want and then worry about the AI. I'm not an expert but I know my way around the files well enough to give you a hand with the AI.

Strategia_In_Ultima
February 16th, 2005, 03:56 PM
I know, and I think that about half of the AI files shouldn't pose that much of a problem... I mean, the Design Creation works approximately the same as the Quadrant Types and Happiness (in my eyes). It's just that Research will be a pain in the frickin butt to mod...

Nodachi
February 16th, 2005, 04:03 PM
About the best way to do the research files for a mod is to play as the race you're working on a few times keeping track of what you research and go with whatever way works out the best. It's a PIA but it's about the only way to go.

Strategia_In_Ultima
February 16th, 2005, 05:03 PM
Problem is... I'm not that patient to go sit 'round a singleplayer game checking minor AI tweaks if the entire AI eventually needs to be completely torn asunder and reconstituted... the research file at least.

kerensky
February 16th, 2005, 06:24 PM
I think I'll wait until teh finalized (or nearlly so) version is out. I do sympathize with you over the AI file writting though... http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima
February 17th, 2005, 10:08 AM
Thank you, Kerensky... and as for the full version, I think that 1.00 will be human player ONLY. Maybe it won't be, but I doubt it. In the end, I hope to have a totally different gameplay experience, with very little stock comps left.

Strategia_In_Ultima
February 18th, 2005, 12:57 PM
Here's Capship 0.801. It isn't 0.81 since this version is just 0.80 with the revamped GC and a few minor bug fixes.

Test it and tell me what you think about the GC.

Ed Kolis
February 18th, 2005, 02:42 PM
Just happened to glance through the components and found this:

<font class="small">Code:</font><hr /><pre>
Ability 1 Type := Palace
Ability 1 Descr := The robots do not respond well to unknown situations - so they're experiencing 20% less accuracy.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Robotic Troopers are placed at the very front lines, to protect the more effective infantry behind them.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
</pre><hr />
The first ability will have no effect because it's a Palace and has a zero ability amount anyway, and the second will have no effect because troops don't take partial damage.

Phoenix-D
February 18th, 2005, 03:32 PM
The first is just a description placeholder; the actual effect is elsewhere.

Fyron
February 18th, 2005, 03:52 PM
The first ability is a very good modding practice. It gives explicit reference to a bonus/penalty to hit for that component. At least, I assume so based on the description.

Troops that die first are those that are loaded onto the transport first. First in, first out. Abilities, size, hit points, etc. have nothing to do with it.

Strategia_In_Ultima
February 18th, 2005, 03:57 PM
Oh. Well... I'll just leave it in place anyway. Can't do harm. And the Palace ability is a description and a notification of the -20 combat modifier (similar to P&amp;N Computer Pilot/Master Computer deficits).

And does anyone else notice that the side of the screen is smaller? Happened in another thread too...

geoschmo
February 18th, 2005, 04:04 PM
StrategiaInUltima said:
And does anyone else notice that the side of the screen is smaller? Happened in another thread too...

This is caused by Ed Kolis' earlier post where he used the "code" tags. UBB interprets this as an instruction to post the tagged text without doing any sort of formatting or word wrapping. This can cause the right hand column to be bigger than normal, which is the case here, which will mean there's less room for the left hand column. Once his post if off the first page of this thread it will revert to the normal column sizes.

The same thing can also be caused by large images being posted to a thread.

Geoschmo

Strategia_In_Ultima
February 18th, 2005, 04:32 PM
Ah, thank you.

Fyron
February 19th, 2005, 02:01 AM
StrategiaInUltima said:
Oh. Well... I'll just leave it in place anyway. Can't do harm.

Yes it does. The description will lead people to think that that troop will be destroyed first, when really it won't be just because of the ability. You might want to remove it now to save yourself many headaches later.

Strategia_In_Ultima
February 19th, 2005, 11:48 AM
And it is ABSOLUTELY CERTAIN troops do NOT take partial damage, even if you're bringing a 250kT Army?

Alneyan
February 19th, 2005, 11:56 AM
Units never take partial damage: either they are fully destroyed, or they are fully operational. So, if a unit with 500 hitpoints take 495 damage points, it will be fine... until it takes 5 more damage that is.

The first unit of a stack is the first to be destroyed, so until the first unit is gone, all the others are safe. Then the second unit will be targatted, and so on.

Strategia_In_Ultima
February 19th, 2005, 12:13 PM
Oh. Well, thanks. I'll remove it rightaway.

Strategia_In_Ultima
February 20th, 2005, 12:19 PM
Am currently working to update Capship for Imagemod in the latest version (Components 24b) and it's a major PITA. I seem to have overwritten one Capship pic, and am trying to find its counterpart (it was modified from the Proportions energy rifle) and recreate it. Also need to scale down all images *AGAIN* to fit them into Components... then need to give a fair portion of the comps a new pic (as I worked with a slightly modified Proportions comp set until now, so I need to find *ALL* comps with Proportions/custom images... and find their new counterparts...

As I said, real PITA.

I'm considering sending in some/all of my new custom pics as comp additions for Imagemod. Also wish to thank DEG for making such excellent pics... I took some pics from the old Avatar Emporium (none used, to my knowledge) and used them as infantry pics. Also thanks to DeadZone for pointing me to a page full of info about the M109 - the artillery unit in his avatar - where I found excellent tank/artillery/mech infantry pics.

No new versions anytime soon, as I've just started re-adding armor - in a major fashion. Already have several types of armor, and that's just low-tech. Planning to add an entire Armor tech TREE - and a Xeno-Science/Xeno-Technology tech tree, which gives access to exotic technologies that are expensive but powerful.

This is beginning to sound like a blog entry.

Fyron
February 20th, 2005, 04:46 PM
Why not just submit these new images to the Image Mod and save yourself the trouble of redoing them for future image mod updates?

kerensky
February 20th, 2005, 05:47 PM
Just a question but how large is the largest ship in your mod???

Strategia_In_Ultima
February 20th, 2005, 05:58 PM
Fyron: I'm just ready with indeed putting my pics in Imagemod, and I'm about to send it to SJ. Secondly, the Imagemod had several MUCH better pics for things I already assigned another pic to... (that's its purpose) so it took me roughly two or three hours to track down all "old" images and redo them for Imagemod. And doing the small pics is also a pretty darn PITA. There are over twenty images, and I had already done them before... but forgot to back up the old Components file, so had to redo them myself. Major PITA, as my version seems to miss a few large comp pics so I'd just renamed the images... then had to rename them again... and also two pics didn't look good as miniaturized pics, so I'd touched them up a little. PITA.

Kerensky: As of yet 25MT (was 30MT on 0.70) but perhaps I'll ad larger ships - perhaps by 1.00 or perhaps in a later update.

Btw, as soon as Capship reaches 1.00, I'll post it in another thread, since this one is mainly a discussion over the undergoing construction of the mod and is pretty cluttered up by now for a full version release.

Strategia_In_Ultima
February 20th, 2005, 06:56 PM
Am also planning to redo fighter combat as well.

Gee. I'm planning to edit just about everything except the source code, it seems.

Strategia_In_Ultima
March 2nd, 2005, 02:24 PM
Forgot about redoing fighter combat, I remember now that I have checked this thread again and I remember what I wanted to do, but it's low on my priorities list.

However, I am working on a mod called the "Realism Mod" in which you start off with SLVs and RLVs that aren't warp-capable and cannot move beyond orbit, but later you get solar sail ships, generation ships, sleeper ships and such. I am trying to make it as realistic as possible.

This means that Capship will be delayed. Just so that you know. I'll probably get a renewed bout of Capship enthusiasm in a week or two, after which I hope to have 0.81 ready, perhaps even 0.90. I think that 1.00 will be some time away, and I think that some of the changes I have in mind (the reworked fighters, for instance) will only appear in post-1.00 versions.

(And btw, the idea for the revamped fighters I got from reading the "Carrier Battles Mod" thread - thank you SJ for inspiring me. I won't copycat you, I will still design my own comps, but you gave me the inspiration. Also thanks to the person responsible for the "Ground Combat Mod", that's where I got the idea for the revamped GC in Capship.)

(Just so you know, I didn't do exactly the same as the GC Mod, I had only read the post and got the idea from that. I only looked into the actual mod itself later.)

(Wheehee! 951 thread views!)

Strategia_In_Ultima
March 2nd, 2005, 02:40 PM
And don't expect any AI for Realism - at least, not anytime soon. Not before artificially intelligent PC's can team up and do the work for me.

The reason for my using a new post here is that I'm trying to get Ed's code post down to the second page so that the screen appears normal again.

No offence, Ed.

(Second page? Yes, I've got the settings set up for showing 25 posts per page, in descending order, newest post first - so that the SEV Wishlist would immediately open on the newest suggestions immediately, to avoid having to select "..." all the time until I reached the last page, or pressing Show all.)

Strategia_In_Ultima
March 2nd, 2005, 02:58 PM
Just a queation... how can you make drones move? I've tried, but nothing will work... The drone shows that it has movement, but it will not move and will die in the next turn.

Fyron
March 2nd, 2005, 03:40 PM
Does the drone have supplies? Drones with 0 supplies are destroyed at the end/beginning of the turn. Note that drones do not have a "move to" order. You can order them to attack a warp point and they will warp through, or order them to attack a target and they will do so.

Strategia_In_Ultima
March 2nd, 2005, 04:34 PM
Ten units of supplies. I tried using "Attack" to get it to an adjacent square but it wouldn't work.

Fyron
March 2nd, 2005, 04:42 PM
Check Settings.txt. Drones lose 200 supplies each turn.

Note that the drone will not be able to move at all if its engines require more supplies per sector than it has in storage.

Strategia_In_Ultima
March 2nd, 2005, 05:09 PM
Thanks. I'll change Settings. The engine did not use any supplies, to my knowledge. Perhaps I set it to 10, to limit the range to 1. Oh well.

(If I said these things twice, forgive me - I believe I had already posted it, but I can't see it now.)

Puke
March 2nd, 2005, 07:29 PM
dont drones destruct when out of supply?

Strategia_In_Ultima
March 3rd, 2005, 05:01 PM
That's my intention. I'm creating an SLV - that's Single-use Launch Vehicle if you didn't know. In other words, a plain old space rocket. And those don't get used twice. So I used a drone for the SLV to assure its disappearance.

edit/add: And I'm using fighters as RLVs - Reusable Launch Vehicles, i.e. space shuttles. Ships will come later as solar sail craft, sleeper ships etc.

Btw, the idea for Realism was originally devised as a part of Capship. Perhaps later I'll combine the two - so you'll start out with Orbital SLVs and later fly COMCAs and perhaps even DCOMCAs between star systems.

edit 2: This means that I'll be working on two mods at a time now - though Realism will go faster. This means that playable/testable uploads will be few and far between. Do not expect any new versions of either mod anytime soon, unless I choose to upload a very preliminary version of Realism for a first look or problem finding.

Also note that BOTH mods require Image Mod Version 24c. Realism does not use 24c pics yet, but I think it will.

Urendi Maleldil
March 3rd, 2005, 09:01 PM
Cool I can't wait. I'm trying to go for a level of realism in the Pointer Mod, but nowhere near that level of detail. I like the idea of the SLV as a Drone. How are you going to do sleeper ships?

Strategia_In_Ultima
March 4th, 2005, 06:01 AM
I think ships with high LS and low CQ requirement, and at least 30% or so cargo storage, as I'm not plannning to go for shipboard cargo storage for quite some time, so I'll make a dummy storage comp with the name Cryo-Chamber or something. Sleeper ships will use lots of supplies, to run the cryo-chambers, but will have good speed.

And as for cargo transfer between systems, you ask, as there will be no cargo ships soon? Simple. RLVs. Store them on on-board bays on your solar sail ships or sleeper ships and use them to traverse the warp points.

edit: note: RLVs are fighters.

edit 2: I think I'm going to make solar sail ships smaller, cheaper, shorter-ranged ships that you can use for any number of reasons for almost any purpose. I think I'm going to make the big, expensive sleeper ships the only possibility for people to colonize new extrasolar planets. I think I will make an RLV module with a colony pod, but I'm going to make the required RLV so big that you can't carry it across warp points with solar sail ships or sleeper ships. Sleepers will be your only extrasolar colonizers.

Oh and I think that while sleeper ships use lots of supplies, they will also be able to store lots of them, and later on they will use less and less, and perhaps even get QR ability, for maximum operational range. They will still be big, slow moving juggernoughts.

Hmm..... methinks of massive campaigns where you dispatch massive slow fleets of sleeper warships to a destination and that the actual battle takes place years later? (Grebulon base on Rupert anyone?) Methinks solar sail ships and RLVs will rendezvous with the fleet while it is still in your territory to give it, say, fighters or support RLVs or support SLVs that were not ready when the fleet was dispatched? Methinks of solar sail interceptors, ready to swarm sleeper warships in large numbers as soon as you see them.....

Methinks a lot.

Methinks me would like to play this mod had it been already finished and created by someone else.

Urendi Maleldil
March 5th, 2005, 08:36 PM
Methinks you need an Ansible

Strategia_In_Ultima
March 6th, 2005, 07:27 AM
What is an Ansible? Is that some sort of experimental spacecraft or something?

Urendi Maleldil
March 6th, 2005, 08:53 PM
In the book Ender's Game (http://www.ender.com/ender/) by Orson Scott Card, the Ansible was a device used to communicate with a space fleet at FTL speed.

The fleet was slower than light and took many years to reach its destination, but Ender was able to command the fleet in real time when it finally did because of the Ansible.

narf poit chez BOOM
March 7th, 2005, 06:50 AM
I knew I knew that from somewhere!

Narf - Somehow, repeating words without trying.

Strategia_In_Ultima
March 7th, 2005, 08:20 AM
I will not mod in Ansibles, as I'm trying to make this mod as realistic as possible - why else do you think its name is Realism - and you start with technologies we already have, and some of the first techs you discover are actually technologies we already utilize.

So, I'm sorry, no Ansibles.

Phoenix-D
March 7th, 2005, 01:56 PM
StrategiaInUltima said:
I will not mod in Ansibles, as I'm trying to make this mod as realistic as possible - why else do you think its name is Realism - and you start with technologies we already have, and some of the first techs you discover are actually technologies we already utilize.

So, I'm sorry, no Ansibles.



Given that SE4 doesn't model communcations lag, you've got them whether you want it or not. http://forum.shrapnelgames.com/images/smilies/wink.gif

Strategia_In_Ultima
March 7th, 2005, 04:53 PM
Perhaps..... but I now think that no lag is GOOD, and that Ansibles are, well, bad, and that we should NOT go around wishing for them. I'm happy with the way the game is now - for the most part.

Urendi Maleldil
March 8th, 2005, 06:13 PM
I just meant that if there was a time lag, or a way to simulate it, something like the Ansible would be cool to research later on in the game.

Strategia_In_Ultima
March 9th, 2005, 10:04 AM
It can take a slow ship MONTHS to traverse a solar system, but small, super-fast probes could easily reach those ships in time, so there'd be no lag game-technically speaking..... and there's no way to simulate it.

NullAshton
March 14th, 2005, 09:33 AM
IT LIVES!

Anyway, can someone link me to a download of this mod? http://forum.shrapnelgames.com/images/smilies/biggrin.gif

NullAshton
March 14th, 2005, 10:25 AM
Hello?

Strategia_In_Ultima
March 14th, 2005, 11:13 AM
Realism is NOT playable, and I've given up on it for now. The main reasons why you would build the early SLVs and RLVs is completely negated by the game code. If SEV allows you to mod the amount of units a planet can launch, I will restart it, but if not it's dead.

As for Capship, the latest version is a few pages back (0.801). Am currently working on the armor system, though I may think I've gone a little too far..... as it is you can have really strong armor by the time you can build Battle Destroyers (or earlier). Am thinking about giving all shield gens shield regen ability to allow for a tradeoff; armor is EXTREMELY tough but you will get through, and shields regenerate themselves.

NullAshton
March 14th, 2005, 11:33 AM
Meh, no AI... Ah well, at least I can design some uberships http://forum.shrapnelgames.com/images/smilies/laugh.gif

NullAshton
March 14th, 2005, 11:47 AM
What the heck is wrong with your mod? I keep getting index out of bounds errors!

Strategia_In_Ultima
March 14th, 2005, 11:50 AM
Index out of WHAT?!?!? If you mean the message with all the tech level names when you start up it's OK, that's just the AI playing up.....

OOH I know..... you're not using the Imagemod, are you? You need Component pack with my pics and Facility pack.

One thing about the comps tho..... I couldn't include Comps.bmp, so you'll have to scale down the imgs yourself unfortunately..... But the two sniper rifles don't look good when I scaled the down, so I've included the touched-up scaled-down versions of them IIRC.

NullAshton
March 14th, 2005, 11:53 AM
When I try to create my empire, I get a List index out of bounds (-1) error. I have the image mod...

Strategia_In_Ultima
March 14th, 2005, 12:23 PM
eeeeerm..... I have NO IDEA what could be causing that.

The "restricted trait" record entries in RacialTraits don't work, do thay? If they do, well then, it's probably that, I'd say. You can't have Bronze and Iron Age Technology at the same time. (Bronze age technology? Greeks in space!)

NullAshton
March 14th, 2005, 12:25 PM
Happens with a blank empire with just names at the top.

Strategia_In_Ultima
March 14th, 2005, 02:34 PM
I have NO IDEA what could be causing it Joint Chief..... I will have a planet of programmers look at it when we've annihilated the filthy, inferior B&amp;G.

NullAshton
March 14th, 2005, 02:52 PM
Already eliminated. Now look into it!

Strategia_In_Ultima
March 14th, 2005, 03:04 PM
There are still RD clones making unreasonable demands and blowing themselves up, and not until we've tracked down and murdered every last one of the B&amp;G patrons, the war will not be over.

NullAshton
March 14th, 2005, 03:06 PM
DO IT NOW!

Strategia_In_Ultima
March 14th, 2005, 06:33 PM
They've got at least one high-capacity cloning facility somewhere. Need to track down and destroy it.

Really, I have NO IDEA what the problem is. It's never occured to me before.

Strategia_In_Ultima
March 21st, 2005, 07:05 AM
*****IMPORTANT UPDATE*****

Realism is down the drain for now. I'm putting it on hold, as the main reasons for building orbital SLVs and RLVs is negated by the fact that a planet can launch 1k units per turn.

Capship is going well, I've got an excessive amount of armor and even now you can research it with low tech..... gotta make higher-tech armor..... but I'm putting the armor on hold for now. Going to redo fighter combat.

Quick overview:

I took some inspiration from SJ's CB Mod and the Galactic Conquest mod, and now I'm making fighters (to be called "attack craft" from now on) designed to perform specific roles. The first fighter you can build, the Interceptor, is designed to intercept and destroy enemy attack craft. To accomplish this, it is fast and has offense/defense bonuses, but it is very small. Space superiority fighters are slower, more defensive fighters (but they can also be used offensively, they're just slower than Interceptors) that can carry heavy anti-attack craft weaponry. Bombers are the only attack craft truly capable of taking on warships and capital warships, as they are very large and can sport large amounts of armor and heavy weaponry. However, they are very slow. Fighterbombers are attack craft designed to form the middle road between space superiority fighters and bombers, being faster than bombers and larger than SS fighters.

You will also have specialized craft such as Assault Bombers, Strike Bombers and Heavy Bombers (more to come). Assault bombers are faster and smaller bombers, and they're designed to carry anti-attack craft support weaponry (think turrets and such. Like the WWII Heavy Strategic Bombers) while Strike Bombers are fast craft designed to carry less weaponry but gain speed and offense/defense bonuses. Heavy Bombers are just what the name implies, large, lumbering assault craft capable of carrying massive loads of anti-ship weaponry.

As for the armor, perhaps I'll finish it after the release of 1.00. I don't know whether or not I'll EVER truly finish it. It's gone out of hand, too much armor with too little tech requirements.

More updates to come.

Strategia_In_Ultima
April 3rd, 2005, 10:03 AM
.....does anybody know if you can have "area-of-effect" warheads? I mean adding damage at range 2 as well, so that if you ram an enemy ship any ships directly adjacent to it will be damaged as well.

capnq
April 3rd, 2005, 04:47 PM
Strategia_In_Ultima said:
.....does anybody know if you can have "area-of-effect" warheads? I mean adding damage at range 2 as well, so that if you ram an enemy ship any ships directly adjacent to it will be damaged as well.

No, that's not possible.

Suicide Junkie
April 3rd, 2005, 06:07 PM
I highly reccommend NOT forcing the user into choosing pre-made interceptor/superiority/bomber fighters.

Let the component stats speak for themselves, and let the I/S/B/other classifications fall naturally.

Strategia_In_Ultima
April 4th, 2005, 06:36 AM
You're not strictly enforced to do it, you can place masses of Interceptor weapons on bombers, what I meant is that heavier anti-attack craft weaponry and anti-ship weaponry gets increasingly larger, and the I/S/B is mainly just a means of defining the max level of weaponry you can place on the craft. Interceptors can be built/launched in swarms, are very fast but cannot wield heavy anti-AC weaponry, they're mainly limited to swarming enemy S/Bs and mainly harassing them, superiority fighters can carry swarms of Interceptor weapons but they can also carry some heavier, longer-ranged anti-AC weapons, but they are slower - designed to fulfill a more defensive role, escorting warships and bombers and protecting them from enemy interceptor/superiority attack. Bombers are simply the minimum size ACs that can carry anti-ship weapons, but you can also cram Heavy Bombers with Interceptor weapons and thereby spread out your to-hit chances against ACs. Normal PD can only target seekers, and modded PD will be a threat to ACs but if you put enough armor on them they'll be able to hold their own against ships with PD. Bombers will thus be a pretty serious threat for smaller warships, and can be an effective support when attacking capital warships, but since PD will be less effective against them, you'll need interceptors and superiority fighters to take out enemy bombers before they can cause serious damage/interference to your fleet.

AngleWyrm
April 5th, 2005, 03:52 AM

Strategia_In_Ultima
April 5th, 2005, 07:17 AM
You're not strictly enforced to do it, you can place masses of Interceptor weapons on bombers, what I meant is that heavier anti-attack craft weaponry and anti-ship weaponry gets increasingly larger, and the I/S/B is mainly just a means of defining the max level of weaponry you can place on the craft. Interceptors can be built/launched in swarms, are very fast but cannot wield heavy anti-AC weaponry, they're mainly limited to swarming enemy S/Bs and mainly harassing them, superiority fighters can carry swarms of Interceptor weapons but they can also carry some heavier, longer-ranged anti-AC weapons, but they are slower - designed to fulfill a more defensive role, escorting warships and bombers and protecting them from enemy interceptor/superiority attack. Bombers are simply the minimum size ACs that can carry anti-ship weapons, but you can also cram Heavy Bombers with Interceptor weapons and thereby spread out your to-hit chances against ACs. Normal PD can only target seekers, and modded PD will be a threat to ACs but if you put enough armor on them they'll be able to hold their own against ships with PD. Bombers will thus be a pretty serious threat for smaller warships, and can be an effective support when attacking capital warships, but since PD will be less effective against them, you'll need interceptors and superiority fighters to take out enemy bombers before they can cause serious damage/interference to your fleet.




-----TRANSLATING-----

Players aren't meant to stick by the rules strictly. The general division between interceptors, space superiority fighters and bombers isn't meant to keep players from putting Interceptor weaponry on Bombers.

To put it this way:

Interceptor weaponry is an assortment of light short-ranged anti-attack craft weaponry. This, combined with the facts that Interceptors are really really fast and that they cannot carry space superiority weapons, makes that Interceptors are quite limited fighters, as they cannot hold their own against equal numbers of SSFs, however they are very cheap and can be built and launched in swarms, making them effective ways to swarm enemy SSFs and bombers encroaching on your fleet, or simply to distract enemy defenders to provide cover for Bombers approaching the enemy fleet.

SSFs (space superiority fighters) are larger, slower attack craft designed to fill a more defensive role. They are more expensive than Interceptors and therefore cannot be launched in similar numbers, but still SSFs are invaluable if the enemy makes use of a lot of Bombers. SSFs can carry heavier weapons than the Interceptors but still cannot use anti-ship weaponry. SSF weapons have a longer range and a higher damage than Interceptor weaponry, but interceptors can use their speed and offense/defense bonuses to their advantage.

Bombers are very large, lumbering craft, sometimes even slower than a fast warship. They are the only attack craft capable of wielding anti-ship weapons, and this makes them a powerful enemy. Even more so, because Bomber anti-ship weapons pack quite a punch. However, since Bombers are such huge craft (especially compared to Interceptors), they can also carry a lot of Interceptor or SSF weaponry. A screen of Bombers carrying a mix of Interceptor and SSF weaponry can be a very powerful defense against enemy Bombers, but be wary that they are pretty expensive and quite slow, and therefore Interceptors can easily deal with the Bomber screen - they dart in range, fire their weapons, then flee again so the bombers cannot return fire.

All in all, I'm trying to make fighters play an important role in campaigns, as Bombers have the potential to be even more dangerous to enemy ships than a Light Cruiser, simply because they are harder to hit and their weapons are proportionally stronger. As I said, most of my inspiration came from SJ's Carrier Battles Mod.

-----/TRANSLATION-----

This is what you meant with the empty post, right? You couldn't make heads or tails of my rant?

Strategia_In_Ultima
May 1st, 2005, 11:06 AM
I've put Capship on relative hold for a while, if I work on it now it's gonna be small things. I've simply got too many things queued up (no this is not a joke or the result of JOMT Syndrome) simultaneously now. I've got Fighters to do, Armor is very much work in progress, I've got several (ok, a lot of) weapons on paper which I need to make into bits and bytes - it's simply too much for now.

However, I am starting work on a new mod. The "Missile Mod". It is, as its name implies, a mod which focuses on missiles. I've removed all stock weapons except PD, and I'm going to create lots and lots of missiles. They're gonna be the only weapons available, except for weak PD and perhaps some direct-fire support weapons. I'm going to port over the Capship ground combat system, so that can be considered completed.

In Missile Mod games, combat is going to be a long hard struggle. It can be easy to outrun the slower, heavier missiles, however the enemy can do the same with your missiles. On top of that, there are fast long-ranged missiles which are plainly impossible to outrun. If you want to damage the enemy, you'll have to come closer than you might want. Nobody is going to leave Missile Mod combat undamaged.

Ron_Lugge
May 4th, 2005, 01:08 PM
My reply got et. I thought I mentioned that I treid to create a similar mod, but found it beyond my skills 'cause I suck at modding.

Anyway, I'm highly interested in the missilemod.