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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Facilities and Guns

Submitted by Nevyn on Tue, 2007-02-27 22:16. SE:V MODs

Has anyone had any success in creating a facility which adds a weapon ability to the planet? I'm trying to work out how to do this in order to create a larger range of planetary defence buildings, rather than just the weapon platforms onboard the planet, also create a few facilities which add abilities for combat.

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Mod Designer

Re: Facilities and Guns

Submitted by Fyron on Wed, 2007-02-28 01:38.

Weapon fields are not "abilities." They are component-specific attributes. The game engine does not define any hooks to read weapon stats from any other file.


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Psieye's picture

Re: Facilities and Guns

Submitted by Psieye on Wed, 2007-02-28 04:40.

Only thing that I coudl think of which could be do-able is a facility to increase weapon damage done by weapon platforms, or improve their accuracy. Mind you, you can just have a really big Weapon Platform type with a special Really Big mount or some such (e.g. it can't have normal weapons and shields on it, only these special Doom sized weapons) to introduce more variety.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Facilities and Guns

Submitted by Nevyn on Wed, 2007-02-28 07:24.

Whole point was to have the facility doing it rather than a weapon mount, but I suppose making a facility that did something like....., automated tracking facility, or power reserves, to make the Weapon Platforms better might work well also as a way to achieve it.

I was mainly looking at the fact that planet fights end very fast, and if each planet became more an achievement to take..... then people would value them a lot more. Mainly for AI combats I was thinking rather than PvP.

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Re: Facilities and Guns

Submitted by Nevyn on Wed, 2007-02-28 07:30.

Also a facility is much easier to make the AI build on big or military planets than to make it build a facility after it's built some weapon platforms Smiling

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Re: Facilities and Guns

Submitted by gnosis on Wed, 2007-02-28 07:36.

Nevyn wrote:
I was mainly looking at the fact that planet fights end very fast, and if each planet became more an achievement to take..... then people would value them a lot more. Mainly for AI combats I was thinking rather than PvP.

Some Ideas:

1) make the structure of facilities scale with facility level.
I don't know yet how planet shields work in SEV so I cant comment on a change on those.
2) create extra heavy armor for weapon platforms only.
3) make weapon platform mounts stronger.
4) change the amount of damage needed to kill 1 unit of population (that was in SEIV but it has to exist in SEV)

I and several ppl modded slowly moving starbases and satellites (1 move point in combat only mind you!) in SEIV to protect their planets by getting the ability of placing the starbase on the right side of the planet (the one where the attack is coming from). That made things far more interesting even for AI opponents. I hope it can be done in SEV (Haven't looked into SEV modding yet)

This should make for long and hard planetary sieges.

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Psieye's picture

Re: Facilities and Guns

Submitted by Psieye on Wed, 2007-02-28 13:43.

Nevyn wrote:
Also a facility is much easier to make the AI build on big or military planets than to make it build a facility after it's built some weapon platforms :)
If we're discussing how to make Planetary Combat (in space and on the ground) more interesting and challenging then what we're really getting at is "How to Improve the Purchase System" and some easy (albeit time-consuming) tweaks to weapon platforms and troops.

- Getting the AI to build a few units early (3 weapon platforms) before it completely fills up planets with facilities is a challenge more modders ought to address.
- Weapon Platforms ought to be able to shoot Troops. Either their regular weapons have reduced accuracy/damage on them and/or point-defence can target troops. May as well have "Ground Combat only" weapons be invented and put onto weapon platforms too. Once done and enough are built, planetary combat will be much harder.
- Troops should not die so easily from planetary bombardment. At present it's useless having a large troop garrison as any decent fleet will just bomb until there's nearly no troops, then send their own troops in. There's little fear of wiping out the population (though destroying facilities is a problem) as we've already solved how to make civilians very tough to kill.
- Large Troop (or make a new Huge Troop chassis) can be modified to be an extremely slow moving powerhouse meant for defence. How to convince the AI that these aren't meant to be sent on offense - that's more AI programming I guess. There must be some script that dictates how "Load Troops" behaves.

Now if we very specifically want "facilities that can shoot" for the sake of this very concept, then fine this is worth thinking about as it's a nice variety concept. However, if we're only thinking of it as a means to "help the AI make planets more interesting to conquer", then IMO it's unnecessary.

Bases I view as things you place in non-planet sectors and warp points (aside from Base Space Yards of course). Making them have 1 movement so they can get in position is an interesting prospect though.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Facilities and Guns

Submitted by Fallen Haven on Wed, 2007-02-28 19:01.

Psieye wrote:
- Getting the AI to build a few units early (3 weapon platforms) before it completely fills up planets with facilities is a challenge more modders ought to address.

Working on this.

Quote:
- Weapon Platforms ought to be able to shoot Troops. Either their regular weapons have reduced accuracy/damage on them and/or point-defence can target troops. May as well have "Ground Combat only" weapons be invented and put onto weapon platforms too. Once done and enough are built, planetary combat will be much harder.

I made PD weapons attack ground targets already. But ground only weapons are useless as the main purpose of platforms is to kill enemies in space, not to ward of ground forces. Using tonnage for ground weapons just diminish their effectiveness against enemies in space.

Quote:
- Troops should not die so easily from planetary bombardment. At present it's useless having a large troop garrison as any decent fleet will just bomb until there's nearly no troops, then send their own troops in. There's little fear of wiping out the population (though destroying facilities is a problem) as we've already solved how to make civilians very tough to kill.

This can be easily done, i can make troop receive little damage from space bombardment.

Quote:
- Large Troop (or make a new Huge Troop chassis) can be modified to be an extremely slow moving powerhouse meant for defence. How to convince the AI that these aren't meant to be sent on offense - that's more AI programming I guess. There must be some script that dictates how "Load Troops" behaves.

Heavy Troops can do that in my mod with no changes.

Quote:
Now if we very specifically want "facilities that can shoot" for the sake of this very concept, then fine this is worth thinking about as it's a nice variety concept. However, if we're only thinking of it as a means to "help the AI make planets more interesting to conquer", then IMO it's unnecessary.

Do we actually see any facilities in ground combat, never seen any yet...

Quote:
Bases I view as things you place in non-planet sectors and warp points (aside from Base Space Yards of course). Making them have 1 movement so they can get in position is an interesting prospect though.

You can build them anywhere you want with space yard ships.

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Re: Facilities and Guns

Submitted by Nevyn on Wed, 2007-02-28 19:06.

Keep the suggestions rolling, though most of those I'm allready planning, but 4 weapon platforms aren't really going to hold off an entire attack fleet at present, unless they get made somehow much tougher for their same tonnage. Bigger just means less of them fit. And fighters get shredded by a decent fleet with PD

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Psieye's picture

Re: Facilities and Guns

Submitted by Psieye on Wed, 2007-02-28 19:44.

Nevyn wrote:
Keep the suggestions rolling, though most of those I'm allready planning, but 4 weapon platforms aren't really going to hold off an entire attack fleet at present, unless they get made somehow much tougher for their same tonnage. Bigger just means less of them fit. And fighters get shredded by a decent fleet with PD
3 Weapon Platforms stop a lone (early-mid game) ship from doing whatever it wants to your planet. That's its purpose. A dedicated attack fleet needs to be met with a far more impressive defence obviously (e.g. 20 weapon platforms that can multi-track and not overkill... yeah right... lots of ships and super-armoured drones then)

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: Facilities and Guns

Submitted by evilginger on Wed, 2007-02-28 20:33.

Further even if the three platforms are only sure defence against raiders its better to have somthing to shoot at opertunist raiders than just watch your reserch outpost glassed without return fire even if the colony is lost then hopefuly the raiders will be damaged and this will hold them up. Especialy early on when ships arnt realy big enough to catty repair bays routinely

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Re: Facilities and Guns

Submitted by Astroshak on Wed, 2007-02-28 22:30.

ACtually, I like the idea of some type of Planetary Defense Building ... say, a missile silo or a facility with a bunch of beams aimed at space. More facilities on a planet mean more weapons aimed at the sky. Obviously, this type of facility would be more for prevention of ground combat than an aid to ground combat.

Well, ok, aiming beams into space wouldn't necessarily be all that effective. Kinda hard to aim them at something hiding behind the horizon, after all ... but missile silos would make sense. I mean, we already have the capability to launch missiles into space, as well as to launch them around the planet - why wouldn't civilizations in SEV know how to dig a hole in the ground and put a missile intended to shoot at an invading alien fleet? Just give it oh ... any benefits from any Seeker Mount, and however many you can normally fit into 1000 kt of space - 20 prior to any Mount, then fewer (but more powerful) as mounts get developed.

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