DirtySanchezz DirtySanchezz

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

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.

 

52,289 views 68 replies
Reply #51 Top

On the mod screen when you have the mod enabled, there should be a checksum number.

 

:fox:

Reply #52 Top

Quoting CenturionJixra, reply 49
 

What's a file checksum?
End of CenturionJixra's quote

Just curious, but did you enable the mod in your options menu?

Reply #53 Top

Yeah, Entrenchment did change it a bit. You click "enable mod" to add it to the list, and then you also have to hit "apply changes" on the bottom.

The checksum should be 206425. I just loaded the mod and everything seems proper - is anyone else experiencing the same thing as CenturionJixra?

Reply #54 Top

seems to work fine for me.

 

(i mean, its different from the opening post, but it seems to work right, last research does 40 cap ships and so forth.

Reply #55 Top

And you can't build frigates/frigate factories, correct?

The exact numbers/rules were discussed further down on page 1 of the thread, and that's what I based both the old and new mods on.

Reply #56 Top

The checksum I have is 206425.

Reply #57 Top

hmmm... dont know if this intended on not, but it seems like i can research hanger bays, repair bays, and superweapons... and they are not removed from my build list.

havnt checked returning armada.

Reply #58 Top

but it seems like i can research hanger bays, repair bays, and superweapons... and they are not removed from my build list.
End of quote

I suck. I forgot to take those out. I did take out returning armada.

As I was taking those out of the mod something occurred to me - since this is Entrenchment, should I take out mines as well? With caps only the only way to clear them is to go through them, which is generally bad for cap health.

Reply #59 Top

If you  have quickstart on you still get 1 starting frig factory but you can't construct any more. 1 frig factory ftw!

Reply #60 Top

Okay, need to take it out of the quickstart templates too. Any decision on mines from those of you who play this?

Reply #61 Top

 

My Checksum is 206425.

I would say "No" to allowing people to build mines.  What about starbases?  I think those should be nixxed for a cap ships only mod as well.

Reply #62 Top

Yeah, either taken out or severely weakened, the orky definitely screws with balance of this mod

Reply #63 Top

And mines have to go too. Vasari can't make them. They need ruiners, so no mines for vasari in this mod.

Reply #64 Top

Starbases can't be built either since their constructors are out of the frigate factories. Alright, so mines go out as well. I'll have the revised mod uploaded soon, sorry for the trouble :P

Reply #65 Top

http://www.mediafire.com/download.php?03yq0wt2igj

New download. Removed scouts and frigate factories from Quick Start, removed hangar/repair bay/superweapon construction, removed mines from TEC (Advent/Vasari need cruisers to build these so they couldn't anyway).

Reply #66 Top

Quoting Annatar11, reply 65
http://www.mediafire.com/download.php?03yq0wt2igj

New download. Removed scouts and frigate factories from Quick Start, removed hangar/repair bay/superweapon construction, removed mines from TEC (Advent/Vasari need cruisers to build these so they couldn't anyway).
End of Annatar11's quote

I think TEC needs a ship for the mines.  Advent can build mines merely with strikecraft.  And by the way, it's not trouble to us Annatar.  I would hope that anyone who plays and enjoys the mod would appreciate the time and effort you've put into it.

Reply #67 Top

new checksum is 205567

Reply #68 Top

I think TEC needs a ship for the mines. Advent can build mines merely with strikecraft.
End of quote

TEC mines were built as tactical structures, so they needed to be taken out. Advent could only build homing strikecraft from their carrier cruisers and hangars, both of which can't be built in the mod. They can't build mines as capital strikecraft, so I didn't have to do anything :)