Go Big or Go Home online multiplayer -- Capital Ships only games -- RULES YOU NEED TO KNOW

Capital ships only for online multiplayer--fun but we need a mod.

 

 

 

DT, Payn, Yodakore and some other folks played a capital-ships only game earlier tonight and it was fun, or at least I had fun. I also played one later with Payn where we let people select whichever race they wanted to and that was good too. We need to get someone to make a mod for this to enforce the rules.

The rules are:


Capital ships only--if it doesn't come out of a capital ship factory you can't build it. (Scuttle your frigate factory at the start of the game.)

No scouts (see above).

No frigates.

No cruisers.

No health or regeneration bays on the planets.

No strikecraft hangers on the planets (turrets are OK).

No Novalith cannons (possibly no level 8 superweapons but it's dumb to build them for Advent or Vasari anyway).

No Returning Armada (phase gates OK).

The problem is that if someone drops from the game the AI takes over and breaks the rules, hence the need for a mod.

 

52,288 views 68 replies
Reply #1 Top

 

Sounds like a blast!  I'd support a MOD to enforce said rules.... :thumbsup:

Reply #2 Top

omg..... DOTA for sins....

 

 

Reply #3 Top

 

Any mod also needs to increase the numer of caps allowed and reduce the amount of XP needed for cap ship level up.

Reply #4 Top

If you plan on playing with the AI, I believe it needs some things like scouts to function properly.

reduce the amount of XP needed for cap ship level up.
End of quote
An amount in mind?

Advent Mass Transendence?

If I had more time... (Argh, tons of forum posts, Demi is too fun.)

 

:fox:

Reply #5 Top

Yeah, this was an awesome game.  The first one we played as all TEC, the next one was Vasari.  I believe a 3rd was played where the player could choose their race, but it was getting pretty late by then. 

@Kitkun - We don't plan on playing with the AI, but as minidumps happen, the AI eventually takes over.  Perhaps the better fix would be to fix the minidump issue. :waaaa:

--------------------------------------------------Gotta love the new icons.

Reply #6 Top

Have a look at my Capital War mod in the downloads section. Its more or less what you need. The AI does nothing but building a cap maybe but it stays in its well.

Frigate Factory is automatically replaced by a cap factory on every map (custom ones, too). Super abilities should be researchable (only Akkan is done so far). Caps are strenghtened to be able to fend of pirate raids, etc.

As nobody was interested in it I abandoned working on it for month so I hope it works with the new Sins versions.

Reply #7 Top

Are those the complete rules? No changes to ship stats or anything? I could whip up a mod for you guys if those are the complete rules tonight.

One point of note - do you want to start with a capital factory, or do you want it to be built? Meaning, should I replace the starting frigate factory with a starting capital factory, or remove the frigate factory and just leave the 2 constructors?

And of course, how much would you like the number of capitals to increase, and how? I can double it for example and make it progressive, so each research rank gives you 2x the crews, or make a big jump on the last research, depending on how you want it balanced.

What about the xp to level? What kind of a reduction?

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Reply #8 Top

Thanks man, now I know why you have so much Karma. 

Those are the only rules.

I think replacing the Frigate Factory with the Capship Factory would be fine.

I think the way you proposed the research rank would be fine (this would also mean you start out with 2 cap slots), and maybe reducing the ship slots from 50 to 30 would also be nice (playing this way kills your economy).  For xp to level, I think a 50% reduction would also be in order.  Without frigates to kill (besides pirate defenders), there is little chance to actually level up your caps right now besides just paying for it.

Reply #9 Top

 

That would be awesome Annatar.

We haven't played enough to really refine the rules but those are the rules more or less.  I guess I'd say no Level 8 superweapons for any of the races even though it's really only an issue for TEC with its Novalith Cannon.

I think the amount of XP needed for capital ships to level up needs to be cut down to 40% of what it is now.  After all, the fun of the game is all about the capital ships and their abilities.

I'm not sure how the capital ships limit should work but it would be nice if the limits were increased.  Maybe something like (max number of crews you can have)

Start out with 2

Level 1 ----> 4

Level 2 ----> 6

Level 3 -----> 10

Level 4 -----> 15

Level 5 -----> 20

Level 6 -----> 25

Level 7 -----> 30

Level 8 -----> 40    (40 x 50 supply pts = 2000 supply pts)

 

 

Reply #10 Top

Sounds good. I'm off work in a few minutes, so in a couple hours at most it should be done. :)

But can you two agree on whether to keep capitals costing 50 supply, or drop them to 30? :P

Reply #11 Top

Oh, and personally, I think you should get 1 repair bay at your HW and only 1.  If it gets destroyed, you can build a new one, but it must be at your HW. 

That's my thought though, I don't know if the community would agree.

I suppose you can keep it at 50; everyone will be stuck in the same economic sink hole.

Reply #12 Top

Oh, and personally, I think you should get 1 repair bay at your HW and only 1.  If it gets destroyed, you can build a new one, but it must be at your HW.
End of quote

This can't be enforced unfortunately. If you allow them to be built, there's no way to restrict where, as long as the planet has enough slots.

Reply #13 Top

No health or regeneration bays on the planets.
End of quote

Does this mean no emergency infrastructure upgrades for planets themselves? I got the no repair bays part :P

Reply #15 Top

http://files.filefront.com/GoBigOrGoHomerar/;11736222;/fileinfo.html

 

Here you go guys, mod is ready:

-Frigate factories removed from all 3 races' build lists.

-Repair bays removed from all 3 races' build lists.

-Hangar defenses removed from all 3 races' build lists.

-Superweapons removed from all 3 races' build lists.

-Returning Armada removed from research tree and from Phase Gate structure

-Capital ship xp needed to level set to 40% of the default for each level.

-All races start with capital shipyard built instead of frigate shipyard.

-New capital ship crew progression: 2 > 4 > 6 > 10 > 15 > 20 > 25 > 30 > 40

 

If there's anything I missed, let me know. I didn't mess with the research trees other than removing Returning Armada, since with no frigates/cruisers I might as well clean out half the combat tree. But if you have any requests on shuffling around techs or breaking dependancies, let me know. Enjoy :)

Reply #16 Top

sound like fun i mite try it later on but dont really no ho playes it like that tho some tell me next u guy play but only i u guys want :annoyed:

 

Reply #17 Top

Quoting Annatar11, reply 15
http://files.filefront.com/GoBigOrGoHomerar/;11736222;/fileinfo.html
 
Here you go guys, mod is ready:
-Frigate factories removed from all 3 races' build lists.
-Repair bays removed from all 3 races' build lists.
-Hangar defenses removed from all 3 races' build lists.
-Superweapons removed from all 3 races' build lists.
-Returning Armada removed from research tree and from Phase Gate structure
-Capital ship xp needed to level set to 40% of the default for each level.
-All races start with capital shipyard built instead of frigate shipyard.
-New capital ship crew progression: 2 > 4 > 6 > 10 > 15 > 20 > 25 > 30 > 40
 
If there's anything I missed, let me know. I didn't mess with the research trees other than removing Returning Armada, since with no frigates/cruisers I might as well clean out half the combat tree. But if you have any requests on shuffling around techs or breaking dependancies, let me know. Enjoy
End of Annatar11's quote

Annatar, you do too much. Your making it harder for the rest of us to contribute............. and your taking all teh karma. :'( :erk: ^_^

Reply #18 Top

Sweet, This is going to be awesome.  I'll let the other DT's know.

Reply #19 Top

The only thing I would suggest to add to this is researching capital ships abilities up to level 10.

I got sick in big games of having idle fleets at blocking points doing nothing, when in reality they would be training hard.

So I changed the files to allow each capital ship to be trained all the way to full.

In your cap ship only game, this would allow some differences in the ships, based on how well you get your economy going, which allows you to spend the money on training. So a player with a thriving economy also has the ability to train to maximum, while a player with a barely functioning economy would not be able to.

Of course, if your nonstop combat, then they will level up quickly, but this would also allow a new ship to replace an old one to be levelled up on its way to the combat zone. So a player who is being trashed, but has plenty of cash, can get a new ship into the battle training up as fast as it can go, and thus not so outclassed by the enemy ships that trashed its predecessor.

Any fleet at level 10 has a serious advantage over a newly created fleet at level 3. So allowing cash to train to level 10, allows a player to catchup quicker.

Just a thought.

Reply #20 Top

does this mod run in 1.05 or 1.09 sounds great want ot try it but running 1.09 will roll back to use this.

Reply #21 Top

 

Thanks a lot Annatar!  I have to go back to work tonight so I probably won't get to look at it until Wednesday.

Reply #22 Top

Quoting bobrome103, reply 20
does this mod run in 1.05 or 1.09 sounds great want ot try it but running 1.09 will roll back to use this.
End of bobrome103's quote

1.05 currently ;)

Reply #24 Top

You can actually have both 1.09 and 1.05 if you want. Re-install 1.05 through Impulse, make a copy of the entire folder, put it somewhere else, then patch the Impulse download to 1.09. The 1.05 copy should run fine out of the copied folder, and you'll have 1.09 tied to Impulse for updates and such ;)

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Reply #25 Top

cheers Annatar 11 will move 1.09 to another drive then reinstall original from my disk on c-drive an update to 1.05 thanks for the help