CTF Mod (SEIV)

From SEWiki

Jump to: navigation, search


Contents

Overview

Capture the Flag Mod is Capture the Flag style in SEIV. It resembles most of the normal Capture the Flag rules, only this time, the flag is your homeworld... at least to start off with.

Features

  • No intelligence is possible.
  • Five times construction rates.
  • Five times research rates.
  • No cultures, except the neutral, exist, to prevent unfair advantages.
  • No traits exist. The hard-coded characteristics are unchangable either.
  • Homeworld Complex generates the most resources out of all other facilities, but is not easily buildable after game start. This is what gives the planet it's flag status.
  • Regular resource generating facilities generate only half as much as in stock.
  • Flag can be captured or destroyed by opponent.
  • If your flag is destroyed, be sure you rebuild what you lost before your ships fall apart.
  • A maximum of 50 systems, by default, compared to 100.
  • No unique technology is possible.
  • No stellar manipulation (of any kind) is possible
  • Only medium planets are generated by default. Any attempt to edit planets manually has no effect.
  • Whether you choose Rock, Ice, or Gas, they are all the same! You don't even have to spend research to colonize what is not native to you (unless the game host does not allow you to colonize planets of a non-native type)
  • Whether you choose None, Oxygen, Hydrogen, Carbon Dioxide, or Methane, they are all the same! There is no penalty for colonizing planets with incompatible atmosphere (unless the game host does not allow it)
  • Optional leaky armor.

Compatibililty

Note: This mod is only fully compatible with at least 1.93. You can still get compatibility if you do the following:

  1. Find "Settings.txt". Rename it to "SettingsDeluxe.txt"
  2. Find "SettingsGold.txt". Rename it to "Settings.txt"
  3. Done.

Note: May not be compatible with versions older than 1.91. Not yet tested.

Version Notes

Version 0.41.1

  • Fixed - AI Research bugs.
  • Added - A program that automatically copies the research file to the appropriate locations.

Version 0.41

  • Fixed:
    • Clarified event text.
    • Clarified and added stellar abilities. This will not affect existing games.
    • Fatal bugs that prevented the mod from being loaded.

Version 0.40.2

  • Fixed - Deplted Uranium Cannons and Small Depleted Uranium Cannons balanced.

Version 0.40.1

  • Fixed - Shield Regenerators are now only half as heavy and cost only 50% as much. However, the resistances has also been halved to balance this change.
  • Changed - Research Centers now generate five times as much research. No penalty in return.

Version 0.40

  • Note - First version

FAQ

Make sure your question has not already been answered before placing it on the talk page of this mod.

How come I my resources go down quickly if I lose my homeworld?
Homeworlds produce the most resources of everything else so it is very hard to get back up if it is glassed.

What about homeworlds captured using troops?
Not as hard as letting it glassed, just build lots of troops and take it back. Glassed planets must be recolonized.

Are cultures balanced?
Dude!!! There are no cultural traits to prevent unfair advantages of any kind!

Are traits balanced?
Dude!!! There are no racial traits to prevent unfair advantages of any kind!

No Leaky Shield Generators?
That would quickly unbalance the game with Normal Shield Generators. Maybe in the future this will be online, but there will be traits to prevent players from taking both if it does go online.

Slow research!
Upgrade to 0.40.2 or later to fix this.

Website

http://home.spaceempires.net/pages-site-7-p4.html

Personal tools