 | | Leaking Armor is back... Taking a run in SEV Posted by azacool89 on Tuesday, August 3rd @ 9:30 pm GMT (233 reads)
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Not in it former glory of Space Empires IV however there is a way on implementing it.
It takes on the function of damage types. The file is accessed when ever damage is about to be applied to any component. Unlike weapons that are locked after they are designed, damage types can alter after the weapon has fired. this leaves use with the random function. If the make a damage type that have a 1 in 5 chance to not be capable of targeting armor components then they will skip the armor. After, they will target a new component and reroll that 1 in 5 chance.
There are limitations still. There is no way of making the leaky chance based on the amount of armor tonnage to normal tonnage. However a 20% chance to miss is taken at every armor plate. Meaning ships with light armor but lots of it will be less leaky, and ships with heavy armor but less of it will be more leaky. In turn heavy armored ship should have more HP but will but more damage will leak through.
In addition the new leaky armor cannot be placed in the armor layer. Damage penetration and damage modification will also not work on outer and inner layer armor. One can design a system in that armor can be solid AND leaky in the one component. That is if the player wants solid armor then they have to worry about the threat of double damage to armor and other type of damage types. But they don't need to think about if there ship is going to leak.
You could also make solid armor take more damage or even be penetrated by most if not all weapons. Skips armor weapons can also be made to fully skip both types of armor by taking away the chance of not targeting armor all together.
With Captain Kwoks permission ill make and upload a mini-mod for balance mod for extra fun and demonstration of how it works in game play.
Let the modding begin,
Azacool89
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Sky Mod v0.55 Released Posted by skyburn on Sunday, June 27th @ 11:14 pm GMT (483 reads)
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The newest version of this mod fixes all known bugs.
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Ultimate Vehicle Size Mod Updated Posted by Alikiwi on Sunday, June 13th @ 10:50 pm GMT (345 reads)
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Due to a suggestion of using the Ultimate Vehicle Mod in a PBW game, I took a look at it. The result, is with Black Knyghts help, I modernised it and we added a number of new weapons and extended the levels of others to compliment the massive ship sizes up to 65000kT
Before I forget to paste the link, here it is pending inclusion in the downloads section > http://files.spaceempires.net/user/1528/UltimateVehicleSizeABK.7z
This makes use of Component Pack 32 (not 33 as mentioned elsewhere - ops) and has space yards extended from just 3 levels to 10, with an expansion yard added as well.
Fighter Bays have been extended also to 10 levels. AI has been tweaked slightly as well.
Two new weapons have been added to the Religious trait, please read the Readme file for more details. Enjoy, and consider joining the PBW game :-)
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New Release for Crimson Concept Mod to version 8.0 Posted by rnl on Wednesday, June 9th @ 7:28 pm GMT (848 reads)
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New Release of Crimson Concept Mod 8.0 - Designed to focus new, revised, and interest concepts.
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Skywalker V1.4 Posted by alikiwi on Sunday, June 6th @ 1:46 am GMT (453 reads)
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Latest version of this mod is now available. Added some specialised ship types, namely Command Ship, Fleet Leader Ship, Rangefinder ship, and Molecular Disturbance ship. Also new satellite types, Outpost (generates shields around a planet), Repair Satellite as well as a missile that actually destroys satellites!
All new warp points also included. This version assumes you have a previous version and excludes any pics included previously to keep size down. Email me if you need anything a_roberts@activ8.net.au
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