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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Mon Nov 20, 2006 10:05 am Post subject: Download the Latest Version (179) here. |
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http://imagemodserver.dyndns.org/other/MM/SE5/Mods/GrittyGalaxy179_beta.rar
Changes & Features:
One Ship Size Fits All!
QNP!
Random damage!
Merged lifesupport & crewquarters
Note: Colonizers are crazy expensive now, so pick out GOOD worlds to colonize.
http://imagemodserver.mine.nu/other/MM/SE5/Mods/GrittyGalaxy171.rar
Updated for SE5 v1.71
Changes & Features:
NEW - Adjusted size chances. Small planets are now more common, and huge ones are rare and valuable. Facility space doubles with each step up in size. Small end planets have more space than they did before.
NEW - Stackable Housing! The natural population cap is low; 5M or 100M depending on breathability. Various city facilities can be built to increase the capacity of the planet.
NEW - Pollution Scheme! Dirty industry and high energy value will drive the conditions value down, while climate control, organics value and farms will improve conditions.
NEW - Deadly Deadly conditions! When conditions are really bad, some people will die off. Random weather each turn affects the casualty rate a little. If a planet is unbreathable, casualties are tripled.
NEW - Dome facilities. Makes N million people immune to bad conditions.
NEW - Planetary Conditions Report. Add the tag [cond] (or any tag starting with "cond", including "conditions" if you like) to your planet's name. On your next turn, you will get a detailed report of the current conditions, the projected future conditions, and a tally of domed housing usage.
Note: The tag system may eventually be used to operate stargates/hyperdrives and thus allow you to teleport ships across the galaxy at will
- Grittier sensor mechanics; scouts now need sensor components, not just 20+ speed
- Chokepoint disruption; warppoints prevent combat, but ships ending turn on one will be randomly moved.
- Research breakthroughs - less micromanagement! The most efficient way to research is now to spread, set and forget your research instead of dumping 100% into one tech at a time SE4 style.
- Shield types now come with tradeoffs, so mixing them is good!
- Newly constructed objects start out empty of supplies & ordnance; no more magic supplies from thin air. Homeworlds start with 1million of both.
- Point Defense Grid component - randomly shoots down missiles with a Poisson distribution of kills.
- Fancy Storms and Warppoints
- Improved X Natives traits; now you can't forget to have one.
- Leaky shields.
- QuasiNewtonian Propulsion; design for any speed you like using as many engines as you can afford.
- CarrierBattles style combat physics.
- Way fancy combat animations, including race-customizable plasma animations.
- GritEcon style economy; Facility maintenance independent of build cost.
- Build costs proportional to size squared, maintenance grows slower than size. (You can build small ships very fast, or large ships very slowly, but you can maintain far more tonnage worth of large ships for the same price)
- Directional armor; Place armor forwards, side to side, or aft, wherever you need protection!
- Dynamic Crew requirements! Each weapon and system requires a certain number of crew to operate it. Each crew quarters requires lifesupport to maintain it. How many you need depends on your design!
- CBmod style ground combat.
- And more!
Last edited by SuicideJunkie on Sun Dec 05, 2010 2:26 am; edited 15 times in total
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Fulgrymm Space Emperor

Joined: Jun 02, 2005 Location: Backwater Industrial City
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Posted: Mon Nov 20, 2006 2:23 pm Post subject: |
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Awesome, I've always wanted to play GritEcon for SEIV, but the lack of AI made that impossible.
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Moonsword Space Emperor

Joined: Jan 14, 2005 Location: Georgia
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Posted: Mon Nov 20, 2006 8:08 pm Post subject: |
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Is there an AI? *hopes*
EDIT: I just saw two words in the file name that have struck mortal fear in my heart: Public Beta.
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Tue Nov 21, 2006 2:43 am Post subject: |
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Space Combat and Economics are solid.
Ground combat needs work, and the patch out today might let me start on that.
Racial traits need some sliders...
And someone to make AIs would be great.
I need component families to be added in order to obsolete the armors cleanly...
I've still got the leaky shields to add, and plenty of play testing for balance.
Me and SE5a have had some fun games smashing each other's fleets, so it is playable.
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Shektho Space Emperor

Joined: Aug 05, 2006
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Posted: Tue Nov 21, 2006 9:45 pm Post subject: |
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I see a lot of promise in this mod
just a note to help with balancing: armor needs to be *much* stronger
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NoWater Space Emperor

Joined: Nov 22, 2006 Location: Guiling,China
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Posted: Wed Nov 22, 2006 5:27 am Post subject: |
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If troops can help build ships, It will be interesting.
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se5a Space Emperor

Joined: Dec 23, 2004
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Posted: Fri Nov 24, 2006 8:34 am Post subject: |
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No AI yet, if one of you want to give it a shot I'm sure SJ would be very greatfull.
armor seemed fine to me though, what makes you say it needs to be *much* stonger?
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Shektho Space Emperor

Joined: Aug 05, 2006
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Posted: Sat Nov 25, 2006 12:40 am Post subject: |
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I probly should have played more before I posted that
i was putting 20cm armor on the dreads 
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Sun Nov 26, 2006 1:16 pm Post subject: |
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The first post's link has been updated.
- Adds new plasma colour options (Default plasma is now "flame" style)
- Fixes a typo which prevented torpedoes and lasers >20mm from benefiting from tech levels.
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Sun Jan 07, 2007 11:45 pm Post subject: |
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Another update.
Ground combat is working now.
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Szun Space Emperor

Joined: Jan 14, 2007
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Posted: Wed Jan 17, 2007 12:09 am Post subject: |
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i downloaded the version befor groundcombat a while ago and igot a error message when i tried to start it.
If i recall correctly, a line was missing in settings.txt "sort xxx alphabeticly = false "
you prolly fixed that i guess, but if not i thought i mention it...
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Wed Jan 17, 2007 12:50 am Post subject: |
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Yeah, it is sometimes hard to keep the beta and public versions aligned.
I have my Leaky Shields/QNP version uploaded now.
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Wed Jan 31, 2007 7:25 pm Post subject: |
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This latest update is for SE5 v1.25.
Remember to put plenty of supply storage on your big and/or fast ships. 
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Shektho Space Emperor

Joined: Aug 05, 2006
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Posted: Mon Feb 19, 2007 5:48 pm Post subject: |
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The mounts for Ground Vehicles, Ground Bases, and Bases dont work in the public version. I have attatched a corrected version of the mount file
edit: or not attatched 
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Tue Feb 20, 2007 12:01 am Post subject: |
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I have updated the official download for this.
I'm quite surprised that nobody in the IRC game mentioned it first 
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lordmoore Space Emperor

Joined: Mar 01, 2007
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Posted: Fri Mar 02, 2007 9:54 pm Post subject: |
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Hi!
I've downloaded this load and I am having problems playing it.
a. The combat retreat line was missing out of the setup file so I had to add it to even be able to play?
b. There are only combat ships and no carriers, colony ships or freighters?
c. When designing a race none of the government descriptions are there?
I've downloaded the mod twice now and the same thing (might be more but I'm at work now). There must be something wrong with the current post since no one else has mentioned this. :guessing:
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Sat Mar 03, 2007 3:51 am Post subject: |
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Well, I just downloaded using the link at the top myself, and "Space Combat Allow Retreat := FALSE" is right there in settings.txt
As to government types, they are not used in this mod.
I only needed one set, and I used the society types. The variety there is plenty, and government types would be redundant at best.
As for ships;
They are all generic hulls. Pick whatever buildrate/maintenance tradeoff point makes the most sense. For nearby planets, a fast-built destroyer size can be good, for general colonization a cruiser can afford more engines. A battleship might be good if your colony ship needs to fight through resistance to get to the destination.
The names themselves are as they are, simply because I don't have anything better... "Generic 170kt hull" just dosen't sound good.
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Moonsword Space Emperor

Joined: Jan 14, 2005 Location: Georgia
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Posted: Sat Mar 03, 2007 5:35 am Post subject: |
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Don't mention the word generic. Just use the tonnage. It works for GURPS Space!
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lordmoore Space Emperor

Joined: Mar 01, 2007
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Posted: Sat Mar 03, 2007 11:30 pm Post subject: |
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Ok, I deleted the folder, redownloaded the file and its worknig now. Weird...very weird. Sorry to bother...
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Moonsword Space Emperor

Joined: Jan 14, 2005 Location: Georgia
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Posted: Sun Mar 04, 2007 12:57 am Post subject: |
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Not too weird. Sometimes files go bad during downloads. And sometimes they just don't extract correctly.
...and sometimes SE5 doesn't like it when you overwrite the directory instead of deleting it entirely. This is not a new phenomenon, don't be too hard on yourself.
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blueminneapolis Space Emperor

Joined: Dec 29, 2006
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Posted: Tue Mar 13, 2007 9:29 am Post subject: |
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Also, both windows and winzip will error on a download and call it corrupted sometimes when its not. try 7zip instead (bonus: its MUCH faster too...)
find it here: http://www.7-zip.org/
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Virus571 Space Emperor

Joined: Aug 06, 2007
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Posted: Mon Aug 06, 2007 12:08 am Post subject: I Got The File But... |
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1. How do u install it to space empires?
2. Does it work for ver 1.44?
We Flew, We Flew Some More, We Came, We Used Cheat Codes, We Got Level 100 Tetonic Bombs, We Blew Their Planet Up, We Did It Again.
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BlueTemplar Space Emperor

Joined: Mar 27, 2007
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Posted: Mon Aug 06, 2007 9:56 am Post subject: |
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1. Like all other mods. Check the official or unofficial manual.
2. According to this page, the latest version of this mod is for 1.33. Still, it will most likely work with 1.44...
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SuicideJunkie Leaky Guru

Joined: May 28, 2005 Location: Canada!
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Posted: Tue Aug 07, 2007 3:28 am Post subject: |
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1.44 will give some errors, but just copy the helptext.txt and the mainstrings.txt from the stock game to get rid of them.
I'll try to get some time to merge the file updates with the mod later tonight.
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damador Space Emperor

Joined: Oct 20, 2006
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