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  #1  
Old February 10th, 2005, 06:52 PM
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Default Re: Capship Mod

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.

You've got some good ideas and I hope you'll take the time to correct the problems so other folks can see them!
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File Type: zip 330986-CapShip Mod.zip (1.73 MB, 245 views)
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Old February 10th, 2005, 10:14 PM
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Default Re: Capship Mod

There is an "edit post" button you can use to avoid multiple posts in a row...
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Old February 12th, 2005, 04:03 PM
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Default Re: Capship Mod

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.
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Old February 12th, 2005, 04:12 PM
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Default Re: Capship Mod

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.
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Old February 14th, 2005, 03:59 PM
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Default Re: Capship Mod

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?
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Old February 18th, 2005, 03:57 PM
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Default Re: Capship Mod

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&N Computer Pilot/Master Computer deficits).

And does anyone else notice that the side of the screen is smaller? Happened in another thread too...
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Old February 11th, 2005, 06:01 AM
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Default Re: Capship Mod

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.
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Old February 11th, 2005, 03:45 PM
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Default Re: Capship Mod

Quote:
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).
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Old February 12th, 2005, 05:29 PM
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Default Re: Capship Mod

Doesn't mind. Made me think. Gave me inspiration.
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Old February 15th, 2005, 04:01 AM
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Default Re: Capship Mod

Thnx. Will look into it. I'll change the range of troops to 1, and do something about the costs/damage/hps.
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