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

DevnullMod 1.0.0 Initial Release

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Soumis par devnullicus le Lun, 2007-09-17 17:19 SE:V MODs

At long last, DevnullMod 1.0 for Space Empires V is done! Well, done enough to do an initial release, anyway..

Background:
===========
This mod is intended to make a somewhat faster-paced, though still epic-scale game of Space Empires V while addressing some of the balance issues that I have found in the weapons, facilities, and the tech tree. Through the use of the principles of miniaturization (i.e. the higher the tech level, the smaller the component/facility) and durability (the higher the tech level, the stronger the component/facility), and balancing, this mod attempts to introduce a new feel to the game and give a somewhat faster pace to the timing. Research starts out a little slower, but has a much higher potential to build up, usage of minerals, organics, and radioactives is somewhat reduced in many areas and much more balanced in general (i.e. most things don't just use minerals any more, but a more balanced mix of resources).

DevnullMod is NOT a direct port of DevnullMod for Space Empires IV, but there are a few of the same guiding principles. The changelist is just as large, though and I've personally lost track of where the mods have diverged. Suffice it to say, DevnullMod for SEV is a new mod that gives a nod to the previous mod, but is really a new and standalone mod.

This mod was built from a base of Captain Kwok's Balance Mod, V 1.09 and if many of the files look familiar, that's why. I have found Captain Kwok's work to be invaluable and a vast improvement over stock SEV (for many reasons which I won't bother going into here) and thus it was the best choice for a base to start from for DevnullMod. I have also included the readme.txt for the Balance Mod in order to give the reader a better idea of the changes from stock that the Balance Mod introduced.

The project website is http://www.devnullsoftware.com/se5 and all files are also also available in the game mods section of this website (http://www.spaceempires5.com/en-US/project/DevnullMod)

This mod still needs some work, in my opinion, and I really don't consider it fully done yet, but it's far enough along for an initial release so that I can start gathering feedback. So please, if you play the mod, let me know what you think (the good, the bad, and the ugly...). I would greatly appreciate any feedback!

‹ Script function to find particular component? System View Model Size for Ships ›
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Re: DevnullMod 1.0.0 Initial Release

Soumis par Sotho Tal Ker le Mar, 2007-09-18 03:20

I will try it Eye-wink

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: DevnullMod 1.0.0 Initial Release

Soumis par solanrix le Mar, 2007-09-18 04:48

is A.I supported?

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Mar, 2007-09-18 12:56

I'm using the AI from Balance Mod 1.09 (the updated version). It's not great, but if you give it high difficulty/bonus, it will at least provide a little challenge. It's not been changed for this mod, however, so it's not really utilizing a lot of the new facilities/components quite correclty.

At some point, I hope to have time to dig in to the AI scripts and see what I can do with them... but it hasn't happened yet.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Dizzy le Mer, 2007-09-19 02:18

Wow! Im a huge fan of your mod from SEIV. The fact your base work is taken from Kwoks Balance Mod should make yours very interesting. I'll try it once the new patch comes out and you update this. All I have to figure out is how to get around the problem of the game not remembering fogged colonies. That's the only real hangup this game has for me... but it's a huge one.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par boromeo le Mer, 2007-09-19 19:28

i don't know if someone else have that problem but my shipsets appear in double , it doesn't happen with the balance mod , is it a bug or what ?

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Jeu, 2007-09-20 11:21

Perhaps the mod has "allow main shipsets" turned on but still includes shipsets, so the stock shipsets are being displayed as well as the mod folder's shipsets?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Captain Kwok le Jeu, 2007-09-20 11:27

That is the cause of the issue.

It should be set to no, if it's going to include it's own empire folders.


Space Empires Depot | SE:V Balance Mod

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Jeu, 2007-09-20 12:48

Ah, that's definitely a mistake on my part - I've noticed the problem but had no idea what was causing it or how to fix it. I'll make sure it's fixed for the next release. Thanks!

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Jeu, 2007-09-20 12:49

Ah, that's definitely a mistake on my part - I've noticed the problem but had no idea what was causing it or how to fix it. I'll make sure it's fixed for the next release. Thanks!

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Jeu, 2007-09-20 16:18

Anyone wanna start a multiplayer game with this mod? It looks interesting... Eye-wink

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Jeu, 2007-09-20 16:25

I would love to actually do this, but I haven't played multiplayer on SEV yet and so I don't know how. Sad, I know...Smiling

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Fyron le Jeu, 2007-09-20 17:18

Its pretty much identical to SE4, PBW and all.


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Ven, 2007-09-21 08:54

I'll jump in. my other game is Frozen in time with a combat error as we wait on the new patch.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Ven, 2007-09-21 14:05

Quote:
Its pretty much identical to SE4, PBW and all.

Wellll, considering that I never really did much multiplayer in SEIV either and it's been at least 5 years since then, that doesn't tell me much. Smiling I guess I'll see what I can find for "PBW SEV" on Google and go from there.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Ven, 2007-09-21 14:15

OK, Google is my friend. Found the http://www.pbw.cc site and registered. I'll create a new game tonight or tomorrow with DevnullMod when I have access to my home computer.

Also, most pages I went to on the site gave me errors like this (you might want to restart your webserver processes or reboot your machine maybe):

Quote:
Error: 500 Location: /graphic/games.jsp Internal Servlet Error:

javax.servlet.ServletException
at org.apache.jasper.servlet.JspServlet.service(JspServlet.java:508)
at javax.servlet.http.HttpServlet.service(HttpServlet.java:853)
at org.apache.tomcat.core.ServletWrapper.doService(ServletWrapper.java:405)
at org.apache.tomcat.core.Handler.service(Handler.java:287)
at org.apache.tomcat.core.ServletWrapper.service(ServletWrapper.java:372)
at org.apache.tomcat.core.ContextManager.internalService(ContextManager.java:797)
at org.apache.tomcat.core.ContextManager.service(ContextManager.java:743)
at org.apache.tomcat.service.connector.Ajp13ConnectionHandler.processConnection(Ajp13ConnectionHandler.java:160)
at org.apache.tomcat.service.TcpWorkerThread.runIt(PoolTcpEndpoint.java:416)
at org.apache.tomcat.util.ThreadPool$ControlRunnable.run(ThreadPool.java:501)
at java.lang.Thread.run(Thread.java:484)

Root cause:
java.lang.OutOfMemoryError
<>

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Re: DevnullMod 1.0.0 Initial Release

Soumis par gnosis le Mar, 2007-09-25 09:21

How about compatibility with FQM mod?

I'm really getting excited waiting for an updated version for 1.54 plus the new FQM beta!

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Mar, 2007-09-25 13:32

When are you setting up the PBW game?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Mar, 2007-09-25 20:51

As soon as the PBW server allows it. Right now there's no option to run a game of DevnullMod for SEV.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Mar, 2007-09-25 22:06

Fyron's adding the mod right now... you wanna set up the game or should I?

BTW, have you tested the orbital habitat thingys? I was testing some other stuff and happened to put that ability on the SY facility to see if it would work, and it didn't do anything... so I doubt it will work on a component! You never know, though...

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Fyron le Mar, 2007-09-25 22:22

Check the mod list.


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Mar, 2007-09-25 22:51

SE5 Devnull #1 is now open for players! Laughing out loud

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Mar, 2007-09-25 23:01

Yes, I did check the orbital habitat and they were working for me. One caveat (as listed in the component description) is that they MUST be in a base that is in the same hex as a world you own.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Mer, 2007-09-26 08:58

ekolis wrote:
SE5 Devnull #1 is now open for players! Laughing out loud

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious :P

I was thinking that since this game could be called a test game. We should make it a bit easier to progress faster in order to test the features, components, etc.

3 Starting planets.
Low tech cost
allow tech trading through treaties
maybe even start with large tech points base

This is again to facilitate testing giving us more access to everything at a faster pace.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Mer, 2007-09-26 10:25

That seems reasonable... Devnullicus, what do you think?
Though I wonder who would trade tech in a 3 player game... (I'm not counting on finding more players - I've never had good luck with starting large games! Sticking out tongue)

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Mer, 2007-09-26 11:28

Hummmm.....I also see the benefits of a bit slower start to gage how fast you can expand. I lean to more tech to jumpstart things, but can do either.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Mer, 2007-09-26 11:39

Hmm, Devnullicus listed his shipset on PBW as Toltayan... There is no such shipset in SE5... Hmmm......

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Mer, 2007-09-26 11:55

That's because I have no idea what the name of the shipset I picked is and I picked the one right after terrans in the list Sticking out tongue

As for starting, I agree, it would be better to start with a larger tech base in order to test the game features faster. I usually prefer 1 home planet, but otherwise would prefer 500,000 starting tech points and "high" starting resources for a test game.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Jeu, 2007-09-27 09:56

So, starting tech at Medium 500,000 points, Tech cost to Low and High starting resources.

This should make the turns progress faster.

I may have found a bug last night or I just never noticed this before. When creating my race the Colony tech did not have the one i choose as grayed out. It would let me spend points to raise that tech. IE...i choose Rock and it was not grayed out on the Tech spending screen.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Jeu, 2007-09-27 11:31

I'm agreeable with changing the starting tech/tech-cost/resources, but keep in mind that anyone who has already created an empire might want to load it up and spend their newfound tech points by the time I download all the empire files! I'll post a new GSU file shortly... also, with 4 players it seems reasonable to use a Small galaxy, right?

Yes, I have noticed the issue with the colony techs - perhaps you could email Aaron about it? It's pretty minor but it has led to players wasting their starting tech points on their native colony tech! Eye-wink Rather than having it grayed out though, perhaps it should just start at level 1 instead of 0... only some mods have single-level colony techs! Perhaps you could also mention the fact that in all-tech games (at least in SE4 - not sure about SE5) that if colony tech has more than 1 level, you still get only level 1 of your native tech!

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Jeu, 2007-10-04 09:56

Is it possible to make fighter hulls that have inherrantly different characteristics for performance and function. For example: at Fighter Level 1 you get 15kt fighters that has the same speed modifier as any other design. Whether I add Direct fire or Missles its' basically the same fighter under the hood.

What I want to see is at Level 1 you get the normal fighter at 15kt and say a Bomber at 25kt. The catch is that the bomber class has a reduced speed modifier in comparison to the 15kt fighter. Even if they both had the same number of engines the fighter class would be significantly faster than the bomber class IN COMBAT. The fighter class can also have a larger Defense bonus over the bomber class while they each maintain parity in attack. Oh, and the bomber class would have a nice advantage in structure points allowing for it to fulfill its roll as an attack bomber.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Jeu, 2007-10-04 13:06

I might be able to do something like that, but I'd have to split the fighters into two different types of "units". I'll look into it when I work on the mod again (after the next SEV patch and BM 1.10 come out)

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Jeu, 2007-10-04 13:39

devnullicus wrote:
I might be able to do something like that, but I'd have to split the fighters into two different types of "units". I'll look into it when I work on the mod again (after the next SEV patch and BM 1.10 come out)

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

Splitting them would be ideal making it much easier.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Fyron le Jeu, 2007-10-04 14:28

I don't see why you need different hull types; component choices should be what makes it a "fighter" or a "bomber." Its especially easy if you implement some sort of QNP...


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Jeu, 2007-10-04 15:17

Fyron wrote:
I don't see why you need different hull types; component choices should be what makes it a "fighter" or a "bomber." Its especially easy if you implement some sort of QNP...


SpaceEmpires.net | Space Empires Wiki

Because, a Fighter and a Bomber have different performance characteristics and load out options. Fighter is sleek and agile. Bomber is ponderous and cumbersome. If you are using the same Frame to represent two VASTLY different units it leaves a lot to be desired. The fighter load-out works all well in the current set up, but its woefully lacking in the Bomber category. There is not enough room to properily loadout the bomber and make it actually effective. I hear you thinking, "Drop engines to make room for the weapons," but that is not the answer. The bomber frames needs to be larger to support at least a standard loadout and the performance characteristics need tweaked to represent its ponderous nature. IE....a standard Bomber at level 1 should be able to hold: Cockpit, Life Support, Heavy weapon, Max Enigines and 1 armor component. That seems like a lot when you picture it on a Fighter that can scream accross the screen with high defenses, but this will be on a Bomber with much lower performance characteristics.

1. The bomber needs to be at least 50% under the fighters standard defense ratio.
2. The bombers accelleration(sp?) and turning needs cut 50% as well.
3. The bomber needs a boost in structual points to represent its hardiness.

I'm a strong proponent of Fleet actions with Yen and Yang characteristics. You can't have all one type of anything in a battle and expect to win. IE...all frigates, all carriers, all battleships, etc. I would like to think a fleet that was well balanced between those points would ALWAYS win over a fleet that was/is not diverse.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Fyron le Jeu, 2007-10-04 19:56

All of that can be (and has been in se4 mods in the past) accomplished with clever component setup, no extra hulls necessary.


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.0.0 Initial Release

Soumis par devnullicus le Jeu, 2007-10-04 20:53

It is, however, necessary if you want to make them unable to be targeted by other things. For example, if I were to put this kind of change in, I would probably want to create weapons that were more effective against the bomber-fighters, but unable to target the interceptor-fighters. This is still a vague, fuzzy idea in my head, but I can definitely see myself going in that direction in some way.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Fyron le Jeu, 2007-10-04 22:14

Erm.... why? They are both still fighters; one is just a little bulkier than the other. Going to make different kinds of weapons that can target large drones but not small ones? Large satellites but not small ones?

If you want a distinction between large and small fighters, just make the large ones not automatically better. A trade-off for large hull size is all that is necessary. New hull types are overkill. Let the players use them how they will; shoe-horning forced roles into forced hulls is heavy-handed.


SpaceEmpires.net | Space Empires Wiki

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Ven, 2007-10-05 08:34

Fyron wrote:
Erm.... why? They are both still fighters; one is just a little bulkier than the other. Going to make different kinds of weapons that can target large drones but not small ones? Large satellites but not small ones?

If you want a distinction between large and small fighters, just make the large ones not automatically better. A trade-off for large hull size is all that is necessary. New hull types are overkill. Let the players use them how they will; shoe-horning forced roles into forced hulls is heavy-handed.


SpaceEmpires.net | Space Empires Wiki

You are missing my point.

If a Fighter Design starts at 15kts. YOU CANNOT PUT ROCKETPODS ON IT WITHOUT REDUCING THE NUMBER OF ENGINES! It ends up with a speed of 5 on the strategic map which is completely unrealistic. Who in there right mind would build a bomber that can't reach its target in a timely fashion?

A BOMBER IS BIGGER THAN A FIGHTER!!
A BOMBER HAS A SLOWER ACCELERATION CURVE!
A BOMBER HAS LOWER MANUERVABILTY!
A BOMBER CARRIES A HEAVIER PAYLOAD!
A BOMBER IS MORE HEAVILY ARMORED/SHIELDED!

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Ven, 2007-10-05 09:25

devnullicus wrote:
It is, however, necessary if you want to make them unable to be targeted by other things. For example, if I were to put this kind of change in, I would probably want to create weapons that were more effective against the bomber-fighters, but unable to target the interceptor-fighters. This is still a vague, fuzzy idea in my head, but I can definitely see myself going in that direction in some way.

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

I think that would be too much work for not a lot of return. We just need to have the hulls in different sizes with difference performance characteristics.

A frigate with 300kt's to work with you can get by with one hull type to make multi-role ships, etc. BUT, when you have 15kts to work with you don't have a lot of options for creating multi-role units.

Technically, i would like to see more class variants that allow you to pick the performance characteristics of the ship. For example you could make each class of ships into 3 subtypes.

Light Frigate - Higher acc curve, reduced tonnage, lower structure, faster, increased defenses.
Medium Frigate - what we use now as the Median.
Heavy Frigate - Lower acc curve, more tonnage, higher structure, slower, reduced defenses.

The more i think about it the more I like adding ship subtypes for creating specific ships roles and just to have variety in your fleets.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Ven, 2007-10-05 11:03

Hey Devnullicus - it's not intentional that small SY facilities repair facilities *faster* than the regular SY facilities, is it?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Ven, 2007-10-05 11:40

Huuummmm.....the more I think about the Ship sub classes the more i like it.

Ideas......Make the classes vary by 50% from the Median(Standard).

Light is 50% of standard tonnage, 50% more defense, 50% more accel curve, 50% more nimble.

Standard stays the same.

Heavy is 50% larger than standard tonnage, 50% less defenses, 50% slower accel curve and 50% less nimble.

Light Frig would be 150kt
Standard Frig would be 300kt
Heavy Frig would be 450kt

Each subclass will change as the Tech changes as well in the same ranges.

I picture it as a Race building on an existing class that is already "Tried and True" versus building a new protoype that still has to go thru pains of fleshing out the systems, etc.

It shouldn't be too hard to code with only some formula changes and just use the same artwork.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Ven, 2007-10-05 11:51

Isn't that a bit big a deviation? If frigates range from 150kT-450kT, what the heck are destroyers, light cruisers, cruisers, etc. going to be? Shocked

Or are you going for something along the lines of MOO2, where ships ranged from 25kT (frigates) to 1200kT (doomstars)? Or the Capship Mod, where ships range from 50kT (corvettes) to 2000kT (dreadnoughts)? That might be interesting if you had some overlap... a "heavy frigate" might actually be larger but still more agile than a "light destroyer", but the heavy frigate would require more research or cost more minerals or have higher maintenance cost or something?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Ven, 2007-10-05 15:17

ekolis wrote:
Isn't that a bit big a deviation? If frigates range from 150kT-450kT, what the heck are destroyers, light cruisers, cruisers, etc. going to be? Shocked

Or are you going for something along the lines of MOO2, where ships ranged from 25kT (frigates) to 1200kT (doomstars)? Or the Capship Mod, where ships range from 50kT (corvettes) to 2000kT (dreadnoughts)? That might be interesting if you had some overlap... a "heavy frigate" might actually be larger but still more agile than a "light destroyer", but the heavy frigate would require more research or cost more minerals or have higher maintenance cost or something?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious :P

My line of thought is taken from modern construction techniques. Its not uncommon to use a Base product to build upon and end up with radically different Endings while using the same starting location. A big cost in most new products is the Design and Shakedown of a new model. By using a existing (Proven) model you can expand on its base to form different variations of the same Proven Design.

I'll use another example: Computer Cases and Motherboards. They all are a base product that can be VERY different in the end result. From low end to highend coupled with options to overclock, etc. you started with the same base, but ended with a radically different computer in the sense.

There will be overlapping in the Hulls, but a Heavey Frigate should have a lower Performance characteristic than the Standard and Light Destroyer. I used the 50% as a starting point, but we should make sure that the Heavy Versions don't perform as well as the Higher Level Light and Standard versions.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Fyron le Sam, 2007-10-06 01:37

Light/Medium/Heavy version of every ship hull is excessive, and generally overkill. You can achieve the desired results with a much smaller set of hulls.

Quote:
You are missing my point.
Not at all... I'm just saying that you can accomplish the goal without adding a separate line of "bomber" hulls to muddy the waters. For example, QNP pretty much enforces the fighter/bomber distinction as a real choice right off the bat (and as a bonus, it essentially does the light/medium/heavy ship hull thing too, with just one of each ship size). One of the big distinctions between bombers and fighers is that bombers are slower and less maneuverable, due to having more weapons and more armor... So long as bombers are still at least as fast as ships, it doesn't hurt that they fly slower than fighters.

PS: There is no need for the shouting.


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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Sam, 2007-10-06 12:02

Fyron wrote:
Light/Medium/Heavy version of every ship hull is excessive, and generally overkill. You can achieve the desired results with a much smaller set of hulls.

Quote:
You are missing my point.
Not at all... I'm just saying that you can accomplish the goal without adding a separate line of "bomber" hulls to muddy the waters. For example, QNP pretty much enforces the fighter/bomber distinction as a real choice right off the bat (and as a bonus, it essentially does the light/medium/heavy ship hull thing too, with just one of each ship size). One of the big distinctions between bombers and fighers is that bombers are slower and less maneuverable, due to having more weapons and more armor... So long as bombers are still at least as fast as ships, it doesn't hurt that they fly slower than fighters.

PS: There is no need for the shouting.


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How can you outfit a bomber and keep its movement at least 10 on the main map? That is my biggest bone of contention.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Lord Charles le Lun, 2007-11-12 11:04

Any plans to update the mod to work with latest patch?

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Lun, 2007-11-12 13:13

Lord Charles wrote:
Any plans to update the mod to work with latest patch?

I can answer that one for him, "Yes"

We are in a PBW game with Devnull testing the first version. Here is the intial thoughts/changes planned:

Devnull wrote:
I don't have a clue how to implement directional armor, honestly. I know there's at least one mod that does it, but honestly, while more realistic, just seems like a pain, especially in multiplayer games where you can't control your ships in combat. For games where you can control your ship, roll the good side towards enemy fire, etc, it would make more sense, but it just seems like an extra weakness for the AI in general.

So I doubt I'll be doing directional armor.

Here's a current list of what I've done and am still planning (very rough... and much of this may still get dropped):

====
DONE
====
-FIXED: Troops could have unlimited engines
-DONE: double supply storage
-DONE: decreased size of research and intel facilities
-DONE: habitats should provide more space
-DONE: Resupply depots much smaller and provide less (idea is to make them quick to build and to scale the number to the system traffic)
-DONE: re-examine hull sizes for cruiser+ (ala BM 1.10)
-DONE: Re-evaluate facility repair rates for space yards and facilities
-DONE: Space Yards reduced to 300kT base tonnage
-DONE: integrate and re-number new component pictures from BM1.10
-DONE: reduce size of research facility
-DONE: reduce size of space port
-DONE: Engines increased to 5 levels instead of 3
-DONE: Small Ripper Beam
-DONE: Evaluate and integrate BM 1.10 vehicle size changes

====
TODO
====
-Gatling weapons - fast fire, low accuracy
-Spinal Mount Weapons for dreadnoughts+ and starbases. HUGE range, large damage, large tonnage
-Split up Stellar Manipulation into subclasses (20 levels of high-cost is somewhat silly and hard to research especially when they are only marginally related)
-Starbase defense penalty should get better over tech
-Split Freighters into their own Tech Area
-increase planet sizes OR
-domed planet sizes same as normal
-facilities cost much more on domed planets
-domed planets need atmosphere generators or population slowly dies
-asteroid habitats (though not using constructed planets)
-?Temporal cargo holds, etc (more space) (from "New Stuff" mod)
-?Temporal drives (more move) (from "New Stuff" mod)
-?Null space shields (blocks null space weapons) (from "New Stuff" mod)
-?Null space projectors have their own damage type (from "New Stuff" mod)
-Void armor (blocks null space weapons) (from "New Stuff" mod)
-Ordnance Factory component (uses supplies to make ordnance)
-?Plasma shields (is leaky to null space weapons, oh and you need tech lvl 25 to get them. But they're worth it at higher levels) (from "New Stuff" mod)
-Organic master computer with boarding defence (from "New Stuff" mod)
-A one shot missile for fighters (from "New Stuff" mod)
-Temporal(?), multi resource storage facility (from "New Stuff" mod)
-Organic Eden Facility, increases both value and conditions. Research Planet Util to increase the level (from "New Stuff" mod)
-Combined starport and resupply. Research lvl 10 starship support to get (from "New Stuff" mod)
-New tech, universal colony. (from "New Stuff" mod)
-settings.txt: turn off remote mining reduces value (from "New Stuff" mod)
-Create fusion concussion torpedo componant. (from "New Stuff" mod)
-Create tri phase engine componant. (from "New Stuff" mod)
-Create crippler beam componant. (from "New Stuff" mod)
-redo starting facilities
-engine overhaul (maybe split into reactors for supplies and engines for movement only (ala "Gritty Galaxy")
-population increments more meaningful (IRM, Gritty, etc?)
-re-examine organic hull regeneration levels
-re-examine fighter weapons (unbalanced now)
-add 3 levels to stellar harnessing
-solar collectors not working?
-Finish evaluating and integrating Balance Mod 1.10 changes. Mostly done, but there's a few differences I really need to consider before adding to DevnullMod.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par groovyfishguy le Lun, 2007-11-12 13:50

Keep us posted

Groovy Baby Yeah!

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Mar, 2007-12-18 09:46

Per Devnull....Status update.

Now that my project at work is settling down a little bit, I've been having a bit more time to work on the mod. Here's what's been accomplished so far:

-DONE: Space Yard Components repair all facilities in system instead of sector
-DONE: monolith facilities based off all three resource techs, not stellar manip
-DONE: base ships should not be available until dreadnought level 4
-DONE: Fix psionic and temporal weapons to decrease size with tech (not sure why these got missed originally)
--DONE: Temporal Shifter
--DONE: Shield Accelerator
--DONE: Temporal Tachyon Cannon
--DONE: Weapon Phase Accelerator
--DONE: Alloy Burner Missile
--DONE: Telekinetic Projector
--DONE: Small Telekinetic Projector
--DONE: Mental Flailer
--DONE: Allegiance Subverter
--DONE: Psychic Whiplash
--DONE: Mental Singularity Generator
--DONE: Stupifier
-DONE: Space Ports significantly enhanced
--DONE: some supply generation/distribution (Enhanced by Resupply tech)
--DONE: ship/unit maint cost modifiers within a limited radius of planet
--DONE: some mineral/organic/radioactive resource storage (Enhanced by Storage tech)
--DONE: basic scanning (enhanced by Sensors tech)
--DONE: Enhance migration within the system (limited radius around space port planet)
--DONE: Make population on the planet unhappy
--DONE: only 1 per system
--Add Trade Modifier based on how many Space Ports the empire has (can't currently because formulas are broken)
-DONE: habitats no longer stack correctly in 1.58 (nor do research labs/intel outposts) - limited to 1 per vehicle (*sigh*)
-DONE: Add Type for Habitat Base and Research/Intel Base
-DONE: Split up Stellar Manipulation
-DONE: Ionic Manipulation 5 (storms): req Astrophysics 2
-DONE: Warp Point Manipulation 6 (warp points, warp weapons): astrophysics 3, physics 3
-DONE: World Manipulation 6 (worlds): astrophysics 4, planetary engineering 1?
-DONE: Artificial Worlds 3 (ring/sphere worlds): req World Manip 6, astrophysics 5
-DONE: Stellar Manipulation 6 (stars, nebulae, black holes): astrophysics 5
-FIXED: Troops could have unlimited engines
-DONE: double supply storage
-DONE: decreased size of research and intel facilities
-DONE: habitats should provide more space
-DONE: Resupply depots much smaller and provide less (idea is to make them quick to build and to scale the number to the system traffic)
-DONE: re-examine hull sizes for cruiser+ (ala BM 1.11)
-DONE: Re-evaluate facility repair rates for space yards and facilities
-DONE: Space Yards reduced to 300kT base tonnage
-DONE: integrate and re-number new component pictures from BM1.10
-DONE: reduce size of research facility
-DONE: Engines increased to 5 levels instead of 3
-DONE: Small Rocket Pods, small torpedoes and small Anti-proton beam no longer target fighters/troops
-DONE: Small Ripper Beam
-integrate racial components into normal techs and make non-racial techs (hulls, etc) unavailable
--DONE: Regular hulls not available to races with organic or crystallurgy racial traits.
--DONE: Organic and Crystalline Hulls available immediately to races with those traits.
--DONE: Temporal Spaceyard available with racial trait and improves with Space Yard tech

=============================
Still working on integrating racial techs into normal techs and getting rid of the extra tech branches, but that is a large task, so it's taking a while.

I really wanted to do some things with the new formulas Is_Planet_Domed and get_empire_ability_facility_count, but they seem to be broken. Is_Planet_Domed ALWAYS returns false, and get_empire_ability_facility_count gives an error that it's an unrecognized formula when I try to use it. *sigh*

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Re: DevnullMod 1.0.0 Initial Release

Soumis par ekolis le Mar, 2007-12-18 12:57

Quote:
-DONE: Small Rocket Pods, small torpedoes and small Anti-proton beam no longer target fighters/troops

Umm, that last one sounds like a bug you copied over from Balance Mod - small APB's are SUPPOSED to be able to target fighters and troops; Kwok just made them not target those unit types because he searched for "Small Anti" when changing the "Small Anti - Matter Torpedo" and didn't notice he was working on the wrong entry Sticking out tongue

Or is this intentional to make small APB's not able to fire in ground combat, since realistically they would act all screwy in an atmosphere (probably blow up or something)? If so you might want to remove Building and Weapon Platform from the target list as well! Eye-wink

~~~
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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Jeu, 2007-12-20 12:23

Devnull updates.......

Last night I ended up getting a lot done: removed all references to Organic Technology, Crystallurgy (tech, not racial trait), and Temporal Technology, and Psychic Technology (I left Religious tech because there really wasn't a good equivalent, but I halved the number of levels and hung it off Psychology instead).

Now all that's left to integrate the racial techs is to split up the vairous racial weapons into their appropriate tech groups (i.e. Crystalline Torpedos replace Capital Missiles (or maybe torpedos...haven't decided yet) for crystalline races).

So far, the racial tech integration is going smoother than I'd hoped and I think the new tech tree will be much more streamlined and won't penalize (or benefit) the people who take racial techs except that some of their components/facilities will be different as they research various "normal" techs. As an example, Organic races have the Genetic Recoding Lab. This now completely replaces the Medical Lab for those races and will advance with Medical Technology instead of Organic Technology. In addition, you won't even have the normal Medical Lab available to you if you have the Organic racial trait.

The weapons will work in a similar way.

I also added a bunch of requirements to facilties and components that only work 1 per system or vehicle that will allow only 1 to be placed in the system or vehicle. I'm tired of building 2 system-level facilities on in the same system on accident and the game letting me.

More to come - I'm hoping to get a lot done over the next week or two as I enjoy my Christmas break. I'll be traveling and visiting family so I may not be able to get everything done, but knowing me, I'll get a lot done anyway Smiling

Yes, The tech is removed - the benefits of the tech are still there. I'm just removing the requirement to research an entirely different tech. You'll now research armor, weapons, etc just as if you had no racial trait, but as you research them, you'll get the "special" stuff as well (or sometimes instead of) the normal stuff.

--DONE: Organic and Crystal race facilties/components no longer use racial tech. Instead they are integrated into normal techs.
--DONE: Organic races no longer have normal armor available - they only have organic armor.
--DONE: Organic Races have only half the shield damage points of normal races.
--DONE: Plasma Charge and Hyper - Plasma Bolt are now universally available (research Plasma Weapons to get them)
--DONE: Acid Globule, Small Acid Globule, and Enveloping Acid Globule are now universally available (research Chem 2 + Acid Weapons to get them).
--DONE: Acid Weapons penetrate armor at a 50% rate and also do 150% damage to the armor itself
--DONE: Crystal Races have 1.5 x the shield damage points of normal races.
--DONE: Crystal races no longer have normal armor available - they only have crystalline armor.
--Psychic and Temporal Technology eliminated - facilities/components now use normal tech
--Psychic Weapon Technology now hangs off of Biology 2
--Temporal Weapon Technology now hangs off of Physics 2
--Religious Technology now hangs off of Psychology 1

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Santiago le Jeu, 2007-12-20 12:41

Looking forward to this. Keep up the great work.

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Draco18s le Jeu, 2007-12-20 13:34

Also looking forward to seeing this.
I think Crystalin Torpedos should replace the anti-matter torps mainly because the name difference from the Cap Ship Missile would confuse people. "I researched missiles and got a torpedo, huh?"

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Re: DevnullMod 1.0.0 Initial Release

Soumis par Romulus68 le Dim, 2007-12-23 09:32

Another update from Devnull..........

I've been busy! I'm just about done with the non-AI portion. All I really have left to do is redo the starting facilities (easy).

The final step before releasing the new version will be to update the BM1.11 AI scripts to use the new tech, facilities, components, etc. I'm hoping this won't take too long, but we'll see - I haven't dug into the AI scripts yet so this will be a learning experience Smiling

Here's the current list of changes (and there's probably some that I've forgotten to add to the list!)

-DONE: Space Yard Components repair all facilities in system instead of sector
-DONE: monolith facilities based off all three resource techs, not stellar manip
-DONE: base ships should not be available until dreadnought level 4
-DONE: Fix psionic and temporal weapons to decrease size with tech (not sure why these got missed originally)
--DONE: Temporal Shifter
--DONE: Shield Accelerator
--DONE: Temporal Tachyon Cannon
--DONE: Weapon Phase Accelerator
--DONE: Alloy Burner Missile
--DONE: Telekinetic Projector
--DONE: Small Telekinetic Projector
--DONE: Mental Flailer
--DONE: Allegiance Subverter
--DONE: Psychic Whiplash
--DONE: Mental Singularity Generator
--DONE: Stupifier
-DONE: Space Ports significantly enhanced
--DONE: some supply generation/distribution (Enhanced by Resupply tech)
--DONE: ship/unit maint cost modifiers within a limited radius of planet
--DONE: some mineral/organic/radioactive resource storage (Enhanced by Storage tech)
--DONE: basic scanning (enhanced by Sensors tech)
--DONE: Enhance migration within the system (limited radius around space port planet)
--DONE: Make population on the planet unhappy
--DONE: only 1 per system
--DONE: Add Trade Modifier based on how many Space Ports the empire has
-DONE: habitats no longer stack correctly in 1.58 (nor do research labs/intel outposts) - limited to 1 per vehicle (*sigh*)
-DONE: Add Type for Habitat Base and Research/Intel Base
-DONE: Split up Stellar Manipulation
--DONE: Ionic Manipulation 5 (storms): req Astrophysics 2
--DONE: Warp Point Manipulation 6 (warp points, warp weapons): astrophysics 3, physics 3
--DONE: World Manipulation 6 (worlds): astrophysics 4, planetary engineering 1?
---DONE: Artificial Worlds 3 (ring/sphere worlds): req World Manip 6, astrophysics 5
--DONE: Stellar Manipulation 6 (stars, nebulae, black holes): astrophysics 5
-FIXED: Troops could have unlimited engines
-DONE: double supply storage
-DONE: decreased size of research and intel facilities
-DONE: habitats should provide more space
-DONE: Resupply depots much smaller and provide less (idea is to make them quick to build and to scale the number to the system traffic)
-DONE: Add resupply station component which distributes supplies within a radius, but does not generate them.
-DONE: re-examine hull sizes for cruiser+ (ala BM 1.11)
-DONE: Re-evaluate facility repair rates for space yards and facilities
-DONE: Space Yards reduced to 300kT base tonnage
-DONE: integrate and re-number new component pictures from BM1.10
-DONE: reduce size of research facility
-DONE: Re-evaluate engines
--DONE: Engines increased to 5 levels instead of 3
--DONE: Drastically cut the amount of supplies stored by engines. Originally, the amount of supplies was intended to be a bonus for increasing the engine level, but this is done more effectively by the size decrease. The reduction in engine supply storage is intended to make ships rely more extensively on supply storage, supply ships, resupply depots, solar collectors, etc and to help with game balance.
-DONE: Small Rocket Pods, small torpedoes and small Anti-proton beam no longer target fighters/troops
-DONE: Small Ripper Beam
-DONE: integrate racial components into normal techs and make non-racial techs (hulls, etc) unavailable
--DONE: Regular hulls not available to races with organic or crystallurgy racial traits.
--DONE: Organic and Crystalline Hulls available immediately to races with those traits.
--DONE: Temporal Spaceyard available with racial trait and improves with Space Yard tech
--DONE: Organic and Crystal race facilties/components no longer use racial tech. Instead they are integrated into normal techs.
--DONE: Organic races no longer have normal armor available - they only have organic armor.
--DONE: Organic Races have only half the shield damage points of normal races.
--DONE: added Organic Master Computer with integrated boarding defense and self-destruct. Replaces Master Computer for Organic Races
--DONE: Plasma Charge and Hyper - Plasma Bolt are now universally available (research Plasma Weapons to get them)
--DONE: Acid Globule, Small Acid Globule, and Enveloping Acid Globule are now universally available (research Chem 2 + Acid Weapons to get them).
--DONE: Acid Weapons penetrate armor at a 50% rate and also do 150% damage to the armor itself
--DONE: Crystal Races have 1.5 x the shield damage points of normal races.
--DONE: Crystal races no longer have normal armor available - they only have crystalline armor.
--DONE: Psychic and Temporal Technology eliminated - facilities/components now use normal tech
--DONE: Psychic Weapon Technology now hangs off of Biology 2
--DONE: Temporal Weapon Technology now hangs off of Physics 2
--DONE: Religious Technology now hangs off of Psychology 1
-DONE: Modified Racial Trait Costs
--DONE: Organic = 3000
--DONE: Crystalline = 3000
--DONE: Temporal = 3000
--DONE: Psychic = 2500
--DONE: Deeply Religious = 2000
-DONE: more meaningful population increments (ala Gritty Galaxy)
-DONE: Split Freighters into their own Tech Area
-DONE: Integrate Fyron's Quadrant Mod 5.0 Beta 12. DevnullMod now also requires downloading the multimedia pack from http://mm.spaceempires.net/
-DONE: Evaluate and integrate BM 1.11 changes
--DONE: Hull Construction
--DONE: Engines
--DONE: Space Yard
-DONE: add 3 levels to stellar harnessing (3 more levels of Solar Collectors and 1 more Solar Sail)
-DONE: re-evaluate temporal sensors
--DONE: Temporal Sensors completely replace Tachyon sensors for Temporal races (which are no longer available to Temporal races)
--DONE: increased sight range to match basic sensors at same sensors tech level
--DONE: added a small to-hit and defense modifier to Temporal Sensors in a new group so they stack with other types. This emulates the sensors' ability to "see ahead" in time and predict enemy actions better than normal sensors
-DONE: re-evaluate psychic receptors
--DONE: Psychic Receptors now available at sensors 1. This component has all the functionality of and totally replaces Basic Sensors, Combat Sensors, ECM, Tachyon Sensors, and Long-Range Scanners for psychic races
--DONE: added small psychic receptors for fighters/troops. Combines and replaces small comhat sensors and small ECM in one (1kT) component for psychic races
--DONE: psychic races cannot research Defense Systems (no need)
-DONE: Temporal Races get a bonus to-hit for all point-defense weapons to emulate their ability to "see ahead" in time and predict incoming missile/fighter actions
-DONE: Temporal races get +1 movement to all space vehicles
-DONE: re-evaluate supply and ordnance vats
--DONE: quantum reactors no longer available to races with Organic Manipulation (Supply Vats replace them and are available earlier to those races)
--DONE: tweaked supply/ordnance amounts generated to be more balanced.
--DONE: lowered size of supply vats so that solar collectors don't totally outclass them.
-DONE: Added Mobile Munitions Factory (need Resupply 11) so that normal races can generate ordnance. Large component that uses supplies to create ordnance each turn.
-DONE: added differing component pictures for different armor levels (regular, plating, small) for regular, organic, and crystalline armor
-DONE: Starbase and Space Station defense penalty should get better with higher tech
-DONE (for now): Rework how breathable/domed planets work. Can't get this to work as I wanted it to because the Is_Planet_Domed() formula doesn't seem to work.
- In a future SE5 patch, I'll look at this again to see if it will work. In the meantime, I've always felt that domed planets are too small, so
- I've increased their size somewhat. If I can get Is_Planet_Domed() to work in a future SE5 patch, the sizes may change again.
--DONE: domed planet have 1/2 usable size of breathable
--DONE: domed planets hold 1/5 population (was 1/4)
--NOT DONE: facilities cost much more on domed planets (doesn't work because, according to Aaron, Is_Planet_Domed() won't work in cost formulas - only Abilities)
--NOT DONE: Domed planet facilities have 4 x maintenance cost (Is_Planet_Domed() always returns false even in facility ability amount formulas)
--NOT DONE: Domed planets need atmosphere generators or population slowly dies (can't figure out how to do this)
-DONE: Crew Quarters and Life Support now come in 5 and 15 kT sizes
-DONE: Added Universal Colonizer component (must have all 3 colonizer techs to build it)
-DONE: Integrate Dvoongar's Doctrines Mod

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  • Is the Patch Process Dead, and Other Thoughts...
  • Known SE5 v1.74 Bugs
  • Babylon 5 Wars SEV Mod Update
  • Space Empires V 1.74

Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • A little change: Better Temperature Formula
  • Engine size revamp
  • Mining asteroids
  • Patch
  • SE5 1.08 Feature request: More tech screen options
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