This site is in archival mode. A replacement is being developed. In the meantime, please use the PBW2 Forums for community discussions. The replacement software for this site will use a unified account system with PBW2, and any newly created threads will carry over.
1.Added - Buoy unit
2.Changed - Big brother racial trait gives access to buoys
3.Removed - Gunboat cloak and gunboat sensors
4.Changed - Ion Engines cannot be added to Worldships with Shield Facilities
5.Changed - Advanced Cargo Bay gunboat launch rate increased to 3 seconds
6.Fixed - Worldship mineral miners were not available
7.Changed - Space Yard Facilities on Worldships set at one per planet.
8.Changed - Space Yard Facilities on Worldships cannot be used with ordinary Space Yard components
9.Changed - Cargo Facilities on Worldships carry less cargo, and cost less.
10.Changed - Cargo Facilities on Worldships cannot be used with Cargo Bays or Advanced Cargo Bays
11.Changed - Cargo Bays and Advanced Cargo Bays set at a max of 16 per ship.
12.Changed - Ships can launch and recover Buoys if you have the Big Brother racial trait.
13.Fixed - Cities can be build in any amount up to the maximum allowed.
14.Changed - Disabled savegame compression
15.Updated - Default strategies
16.Updated - Design Types
This patch upgrades v0.55 or v0.56 to v0.57. Extract it to your Skymod v0.55 folder.
1.Fixed - Cloning Tanks were increasing maintenance for all facilities on a planet
2.Changed - Increased innate planet facility repair rate
3.Changed - Increased facility repair rate of City and Super Industrial facilities
4.Changed - Increased facility repair rate on ship and base repair bays
5.Changed - Increased facility repair rate on Worldship Repair facilities
6.Changed - Reduced cost of Fertility Clinic
7.Changed - Increased cost of Fertility Center
8.Changed - Increased cost of Mobile Value Improver to match Value improvement facility
9.Changed - Increased cost of Listening Post component
10.Changed - Reduced IGBM movement speed to 29
11.Changed - Increased IGBM Normal and Advanced Warhead damage
12.Fixed - Damage Factor Object Still Operational was reversed
13.Fixed - IGBMs were using same pic as Gunboats
14.Changed - Reduced model size for Bases
15.Changed - Increased cost of Cloning Tanks
16.Removed - Non-functional Travel Center monument
17.Removed - Non-functional repair booster abilities from Galactic SY Complex
18.Changed - Cleaned up facility ability descriptions
19.Changed - Reduced Atmosphere Conversion time to 3 years on stationary and mobile facilities
20.Changed - Reduced cost of Galactic SY complex
21.Fixed - Default Strategies
This is an updated version of the strategies for games in progress. Extract to your /SE5/SavedEmpires folder and then use the "Load Strategies" button on the Strategy screen.
Be warned, this file will overwrite any custom strategies you have. You will have to manually reset the strategies of each design that used a custom strategy.
I am working on version 0.6 starting now. I'll hopefully have it done by the end of the year.
I am also working on an AI for the current version. Back to top
Version 0.6 is taking much longer than I thought it would, so I figured I'd post the Alpha version.
The AI works, so single player games are finally possible. You must manually add each AI player. Currently the random AIs aren't working, so be sure not to generate any. The AI is based on Captain Kwok's BM 1.19g, but a good deal of the script still needs to be adapted to Skymod. All of the basics are working, and the AI presents a decent challenge.
For setting up AIs I recommend Neutral, Builders, or Fighters culture; Ancient Race and Propulsion experts racial trait; and at least low bonus.
I broke Monuments trying to add a One per Galaxy restriction. This is a bug, I haven't removed monuments from the mod.
Finally, Super Industrial Facilities are now upgrades of Industrial Facilities, that's why your HW has both of them to start.
Ekolis mentioned adaptive research in another thread, which reminded me that I wanted to post my current scheme. Adaptive research isn't in the Alpha version, but it will be in the finished 0.6.
Max level difference is 3, higher differences are rounded down.
This is a sample image for the adaptive research tech area for weapon power +10%/ maintenance +10%. I want to try to get across the point that the tech area is a tradeoff, not pure benefit like research in most mods. Do you think this works ok? Back to top
Unfortunately, it looks like I'm not going to meet my own deadline for 0.6. I have a huge list of stuff I want to add to this version still, and a few persistent bugs to kill. My modding time is going to be limited for the next couple of months, so I can't really provide an updated ETA.
I'm going to eventually post a strategy guide. I had one nearly done, but it was for v0.3, so it's largely obsolete. I'm going to post a few basic tips as I get time.
Sky Mod streamlines the typical SE5 game by removing some aspects of managing your empire. Research and Intelligence have been removed. Ship design has been greatly simplified, with limited number of components needed for functional vehicles. You have a minerals-only economy.
This mod is all about numbers and strategy. You will need far more ships than you would have in BM or most other mods, but those ships are also individually weak and losses will be high.
You must select a culture, even if you choose to have 0k racial points. Select the "Culture Chooser" trait, which gives you 10k points. Then scroll Down and choose a culture.
If you forget to select a culture, you won't be able to build anything. Obviously that makes the game unplayable.
When selecting a racial trait, be extra sure to read the advantages and penalties of each trait. Happiness penalties are especially nasty.
Traits for beginners
Neutral: No bonuses or penalties.
Builders: Gets penalty to mining and bonus to SY. An excellent trait for early game, since you will have tons of minerals and not much SY capacity. This trait tends to run out of gas in mid-game. Mineral shortages can drag down your production by then.
Fighters: To-hit bonus, penalties to mining, SY, Trade, Happiness, Maintenance. You will be good at fighting, but bad at everything else. Be careful of the happiness penalty. Keep a few defense fleets around to prevent riots.
I recommend the above three traits for beginners, but feel free to play any trait you wish.
Happiness decreases a bit more rapidly in Sky mod than in many other mods, and there are no cheap happiness facilities or troops. Stationing defense fleets in your systems and building lots of stuff are the best ways to keep your population happy.
Keep a close eye on your happiness if you have a penalty to happiness, especially a -10 penalty. With a -10 penalty, you'll have maybe 10 or 15 turns from the start before you start to get riots, so build some defense ships early. -5 penalties are more easily managed, there's no rush to station defense ships.
Each ship size has advantages and disadvantages. Frigates are generally strong vs. dreadnaughts and weak vs. light cruisers. DNs are strong vs. LCs and weak vs. FFs. LCs are strong vs. FFs and weak vs. DNs. In large fleet combats in mid/late game, DNs tend to be more effective because they have more concentrated firepower.
I've noticed that players often build mostly DNs because they have regenerating shields, while FFs and LCs don't. I recommend a mix of ship sizes, at least in the early game.
Defense bases are a bit underpowered, that has been corrected in 0.6. Unlike ships, bases can't stack in combat, which often puts them at a disadvantage, especially versus large fleets. Bases are best in slowing down enemies at WPs and in large numbers for planetary defense.
Gunboats are more of a niche item. If you are a defensive player, you'll want a bunch of these. They are also good at IGBM defense for planets. Don't confuse gunboats for fighters or drones from some other mods. They aren't cheap to build, but they are cheap (free) to maintain.
IGBMs are available via a racial trait. These are larger versions of Anti-planet drones. They are currently a bit buggy, sometimes they won't attack a planet and will blockade it instead.
Buoys are available via racial trait. They are cloakable sensor units launched into space. Very useful for keeping sight of your systems. There is no way for an enemy to see a cloaked buoy. Back to top
I read about the space monsters...
I there a way to capture them and have them as your domesticated pets that you use to kill your enemy, Or maybe even use them breed to sell the children to your ally's if you like to play the trader. Back to top
Wow, it's hard to believe I've been working on version 0.6 for nearly a year. Despite recent lack of posting, I'm still working on the mod, albeit slowly. I'm not very good at scripting, which makes modding rather time-consuming.
I've fixed many of the bugs from 0.6 Alpha, but I still have some features to add and test.
Strategy guide, ctd.
The typical Colony Rush strategy is a huge gamble in Sky Mod. Defensive units, like mobile shield facilities, are very expensive; generally they are too expensive to deploy on every planet. Attack ships are relatively cheap, an attacker can easily devastate your empire by picking off your new colonies. If you manage to succeed with your colony rush, you will be fabulously wealthy. If you fail, it often means getting stuck in a tough to reverse decline.
A middle-of-the road approach to expansion is to deploy defensive forces and spaceyards around your homeworld. When you have a decent defense against possible enemy raiders, start colonizing nearby planets. Send a few defense ships to escort each colonizer and guard the colony.
Have a decent sized fleet nearby your colonies in case a larger force wanders around.
An aggressive strategy starts similarly. Have some defensive ships and spaceyards at your HW. Invest in huge numbers of scout and attack ships. You want to find and disrupt your enemies' expansion. Raiding HWs is an excellent first strike against an unwary enemy. Don't bother with many defensive units, they will only drain away resources you could be using for attacking. Well placed attack fleets can be used for defense as well.
A defensive approach is more difficult. Your expansion will largely take place through terraforming rather than colonization. Guard your borders, but remember to keep a reserve. Ships can slip through border defenses and wreak havoc behind your lines easily enough; a reserve force can hunt them down before they do too much damage. A good maxim for a defensive player: you can't be strong everywhere, but you can be strong somewhere. Heavily fortifying a few valuable planets is often more effective than vigorously defending every planet and system.
Scouting and Intel
Scouting is just as important in SKy Mod as in any other mod. Even if you are a defensive player, an investment in scouting will be worthwhile. One or two scouts may not be enough in most galaxies. Ten scouts is usually a good number to shoot for in early game.
Intel doesn't refer to typical SE Intel projects (which are disabled in this mod) but to keeping sight of territory you have already scouted. Positioning sensor ships near choke points and important colonies is a good start. An enemy attack will often destroy part of your sensor network, so redundancy is key. Planet-based mobile facilities, like Listening Posts, are useful to supplement ship-based sensor coverage.
The Big Brother racial trait makes intel easy. Cloaked sensor buoys can't be detected or destroyed like sensor ships. Back to top
This is another Alpha version. It's fully playable, but you must still manually add AI players to a new game.
Monuments have been fixed. There are now 8 monuments, they all have empire-wide effects, and two of them are new.
Adaptation is not fully implemented, but it does partly work. The AI doesn't use it.
Space monsters have been weakened, but I'm not really happy with them right now, so they will probably be changed again.
Here are a few screenshots from a battle at an AI HW. I attacked it with 360 ships, they had 273 bases, both armed BSYs and shielded Defense bases. I destroyed roughly 40% of their bases but lost 60% of my ships and I wound up withdrawing the next turn.
A major part of your empire setup in Skymod is choosing your culture. Culture greatly affects an empire's strengths and weaknesses.
Note: The below cultures are from the 0.6 series. Some aren't fully playable in the Alpha2 version.
No strengths or weaknesses. Good for beginner players or players that don't want any exploitable weaknesses.
An excellent culture in early game. Resource shortages tend to crimp growth by mid-game.
Large combat bonus is perfect for aggressive players. Be careful of the happiness penalty.
One of the more difficult cultures to use. Large trade bonuses make diplomacy productive. Huge happiness bonus means you won't need to worry much about riots. Economic weakness makes expansion more difficult.
Bonuses to the civilian side of the economy mean you usually outnumber your enemies, but large combat penalties mean you won't always outgun them. Large happiness penalty requires defense fleets to prevent riots. Another tough to use culture.
Perfect for defensive players. Colonizing is expensive, but colonies are more productive. Minor happiness penalty is easily offset by defensive fleets that you will have in abundance anyway.
In exchange for penalties to your civilian economy you get 4000 extra racial points. You'll have the best toys, but making good use of them can be challenging.
Huge bonus to Mining means you will be awash in resources. Large happiness penalty, so don't neglect your defenses. Miners are a surprisingly difficult culture to use well. Limiting your resource spoilage will be vital to success.
Waste not, want not. Scavengers are excellent at repairs. Special stasis component reduces ships losses in combat. Mining and SY rates are reduced, so minimizing the number of your ships killed will be vital to success. Scavengers will want to use larger ships more often to take advantage of cultural bonuses effectively.
A completely different way to play Skymod. You'll have much less infrastructure to worry about. The best way to win as a space monster is to keep your enemies off balance while you build a force powerful enough to break through strongholds. Think of yourself as a pirate.
Space monsters have a unique ability: they evolve SY abilities with enough combat experience.
If you want an aggressive game, play as Space Monsters. There's really no way to win defensively as a monster.
Space CreaturesComing Soon
Instead of building creatures, you only build the core. The rest must be grown by retrofitting components onto your creature. Larger creatures are extremely powerful, but also cost much more to feed. Creatures have no maximum size limit, but slow repair rates make growing large creatures time consuming.
Creatures are a more defensive culture. Success will depend on growing the size and number of creatures you need for victory.
Energy BeingsComing Soon
Beings made of energy that have massive strength. Energy beings need lots of radioactives to sustain themselves. Their source of radioactives are pods that absorb solar radiation. Energy beings repair 100% of battle damage every turn.
Success will depend on spreading your pods in as many sectors as you can. You will probably only be able to afford a few energy beings, how well you use them will also be vital. Defending your pods from attack will be extremely difficult. Back to top
Racial traits are obviously an important part of game setup. This list is based on the latest development version, but most are similar to 0.6 Alpha 2. I will also indicate which cultures and other traits are well or poorly suited to each trait.
-Spaceports not needed
This trait is one of the mixed bag traits. Spaceports are expensive, taking a long time to build, but Capitol facilities provide a galaxy-wide spaceport and Super Industrial Facilities also contain a spaceport. This trait is best suited to rapid, early expansion. With this trait you can colonize a planet, drop some mobile miners, and begin harvesting minerals immediately instead of waiting 15-20 turns for a spaceport. This trait is a poor choice for Xenophobes and Miners.
- +1 movement (Stacks with Propulsion Lab monument)
Always useful, especially with the Worldship trait.
-See entire galaxy at game start
Anyone can benefit from this trait.
-Population gets neither happy nor angry
Useful with traits containing large happiness penalties: Workers and Miners. A bit less useful for Fighters and Xenophobes. Lovers should stay away from this trait.
Advanced Cargo Storage Techniques (ACST)
-Cargo space +10%
This trait does not increase facility space like in many other mods. Useful for Xenophobes. Goes well with Gunboat Lovers and Gunboat Launcher traits.
Only useful if you plan on maximizing population related bonuses or offsetting Virgin Sacrifice.
-Doubles mineral storage on all stationary facilities
Does not apply to ship or mobile facility mineral storage. Very useful to Miners. A very good trait all around for games where you start with a large HW or multiple HWs. Becomes less useful mid-game, especially for Builders.
-Gunboat build cost reduced by 25 minerals
-Ship maintenance cost increased by 50% (Bases don't count.)
Good for Xenophobes or anyone who plays defensively. Pairs well with ACST, Gunboat launcher, and Worldship. Not the best idea for Scavengers.
A good trait to have unless you plan to maximize your population bonuses. Good for Miners and Workers especially. Pointless for Lovers. Technophiles should beware since they already have a reproduction penalty. You can pair this trait with High Reproduction to get +10% happiness without penalty.
-Monument build costs reduced to 75% of normal
-Non-monument facility costs 150% of normal
Use if you want to build monuments early and quickly. Terraforming or Industrial Facilities will be very expensive. The mobile terraforming trait can be useful if you want to terraform. Poor choice for Xenophobes and Scavengers. Do not use Worldships if you use this.
-Empire can build Worldships
-Empire cannot build Monuments
Worldships are massive planet-sized ships that mount facilities. They are quite useful, but tricky to get the hang of. Not building monuments is a steep penalty. Worldships will be discussed in more detail in a future post. Do not take Monumental Builder if you use this trait. Propulsion Experts, Gunboat lovers, and IGBM users go well with Worldships.
-Cargo bays can launch gunboats at the rate of 1 per second in combat.
Note that there is no separate launcher component. Poor choice for Scavengers. Xenophobes might also want to think twice about this. Goes well with Gunboat Lover and ACST.
Mobile Terraforming Facilities
-Enables building mobile terraforming facilities
Useful for Xenophobes, or for anyone using the Monumental Builders trait. Skip if you don't plan on doing intensive terraforming. Be careful using mobile atmosphere converters. If you remove one from a planet before conversion is done it will have to start all over again if you replace it.
-Enables building Intragalactic Ballistic Missiles
IGBMs are useful for attacking planets and scouting. IGBMs will be discussed in more detail in a future post. Useful with Worldships.
-Enables building sensor buoys
Sensor buoys are cloaked sensor units. They dramatically improve your intel. There is no way to detect or destroy a cloaked buoy. Don't forget to cloak them after you launch them. There is no buoy launcher component, ship hulls have launcher ability.
-Enables using Long-range sensors
Gathers a bit of extra intel about enemy designs.
This will someday be used for PBC-related units, components, and scripts. Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Wed Jul 11, 2012 11:09 pm Post subject:
"Virgin Sacrifice"? And it INCREASES happiness?
Somehow I see the likelihood of a Sky Mod PBC game as rather low... what with the lack of variety in ship designs and ubiquity of massive fleets-o-doom, the roleplay prospects seem rather limited! That's no space station - it's a spreadsheet! Back to top
Somehow I see the likelihood of a Sky Mod PBC game as rather low... what with the lack of variety in ship designs and ubiquity of massive fleets-o-doom, the roleplay prospects seem rather limited!
Lack of designs is definitely true, but, on the plus side, having few designs makes processing turns much easier for the admin.
Too many big fleets seems an odd concern. In PBC IV we used CB mod and FoDs are extremely common in mid-game and later. No one complained about that.
The PBC items wouldn't be skymod specific; I'll likely release them separately as a mod addon like I did with the scenario builder. Back to top
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
All logos and trademarks used on this site, all comments and stories posted for reading, all files hosted for download, and all art work hosted for viewing are property of their respective owners; all the rest copyright 2003-2010 Nolan Kelly.
Syndicate news: - Syndicate forums:
Page Generation: 0.24 Seconds