The Dome (SoaSE game alternative) COMPLETE AS OF 08-01-2009: 2PM! DOWNLOAD LINK IS UP

WELCOME TO:

THE DOME!!!!

 

 

THE DOME V1.1 IS NOW COMPLETE!!!

Awaiting demands to upload it ;)

Everything is added as promised! Might seem a little harsh to start but everything functions 100% on my pc so it should for everyone else!

 

Specs:

2 players (40K credits, 20K metal/Crystal to start)

Only source of income is the SIEGE VESSEL of each race which has a RevengeBounty ability (for 10 seconds you get 10 Crystal/metal per sec + 20 damage per sec to enemy ship)! I wanted to use Scout but phase already has 4 abilities for it and I didnt want to start erasing techs.

 Baby map:

DA           -------------------------              STAR --------------------------------------------------               DA

(1 cap ship factory, 1 frigate, 8 combat lab (400hp each), 8 non combat lab (400hp each) per DA)!

 

Each race has a phase jump disruptor which acts as a countdown timer! The moment the game starts, you have 4 mins (240 seconds to prepare), you cna try to jump away but with 100000000% charge up time, I doubt youll get far (doesnt stop you from sending ships so that the moment the timer hits zero, they jump away!

PLUS: dont try scuttling it as it has 1800 sec (half-hour scuttling time)..itll be way dead before that anyways!

 

TIPS:

1) PROTECT YOUR LABS...with 400hp each, they wont last long to an assault!

2) Dont rush Novalith at game start....though it will be of immense help during the game as it will destroy opponent in on shot! Each team starts with PlanetShielder which has 100% mitigation on planet damage (ie.INVULNERABLE) 

3) Each PlanetShielder has 6 squadrons..dont forget to activate them as together, they deliver a pretty good punch!

4) You only have 25 tactical slots TOTAL (when 2 upgraes are done), use them wisely as they will define weither you win or lose once the enemy strikes home!

5) ALL TECHNOLOGIES ARE OPEN AS OF START so plan ahead carefully, remember you only have 40K credits and they go down fast, so remember to put a little bit aside for a salvager ;)

 

DOWNLOAD!

 

THE DOME: baby map

http://files.filefront.com/TheDomegalaxy/;12911297

THE DOME: mod

http://files.filefront.com/THE+DOMEzip/;12911459;/

 

Tell me whay you think about through PM! Wanna schedule a game? PM!!!

47,875 views 49 replies
Reply #1 Top

Sounds like a interesting concept... kinda like Supreme Commander with one of their official mods.  That would be a interesting thing to see.  But with Dead Asteroids can only build Tactical Structures right?  The game would have to have a fully unlocked Tech Tree so players can do what they want.

Other than that, it would be a really cool game style!

Reply #2 Top

Well..I would give dead asteroid for eahc player with on it already located:

1 cap ship factory

1 frigate factory

7 military techs structures

7 civilian tech structures

or something like that!

And some base defenses of course...

Like 2 hangar defense + 4 gauss cannons with increased range

++++ 1 planetary shield!!!! Need to destroy it before you can take planet!

Reply #3 Top

Sounds very interesting.

Again though, the AI wouldnt' be good at it, and I doubt that this would be active enough Online.

 

DEV CALL!!!

why havn't you guys implemented something like this? or Capture the flag?

Reply #4 Top

Well Tesla..Im tryinh to find online related games...to steam up ICO!

Like everyone has noticed Sins has lots of modders and stuff but when it comes to online..only a tenth of those players show up! So thats why im here, to CHANGE IT ALL :)

My way or the highway ;)

But I promise that my way will add some good stuff for you!! lol

So to answer your question...screw AI in this or capture the flag..its meant for online only player vs. player!

Reply #5 Top

You have no idea what it would mean to me to get some mode like this playable online.

 

You have my full support, you need anything, moding help, community help, getting other people interested, give me a buzz.

 

 

What I think would have to happen, is to get major support from a skilled clan. And anyone online with one of these mods would enter into a seperate lobby, instead of the normal lobby maby.

Reply #6 Top

Man getting support form a clan leader!!! SWEET! Guess I'm setting Capture the Flag as No.2 and The Dome as priority on my "to do list"!

I'm currently redownloading v1.12 and I'll start normally as soon as its done! So if you wanna tag along and help along the way SURE THING though I personnaly think it shouldnt be too hard!

But if you really wanna help (anyone else is also free to join) heres everything Im planning on doing for it:

1) Create a galaxy forge map (starter map) with Dead asteroid ----- Asteroid Belt ---- Dead Asteroid

       Dead asteroid needs: 1 cap factory, 1 ship factory, 7 of both research labs. CHANGE THE DEAD ASTEROIDS to have FULL RESEARCH and a total of 20 tactical slots.

       In terms of defenses each must have 1 planet shield homeworld (planet shield + 8 squadron carrier). Rest will be to the player to decide on game start-up!

2) Decrease all ship values by 100%!!!

 Then increase Advents speed by 50%, Vasaris attack values by 50% and TECs antimatter reserves by 50%.

3) Destroy eachplayer.entity file and allow NO CONSTRUCTION of structures!

4) Change map file to give each player 40K credits, 20K crystal/metal

5) Add an ability to scouts allowing them to receive credits whenever a ship in grav well is destroyed!

 

 

My missing anything??

Reply #7 Top

well.....I meant I'd support both this and the capture the flag, and any other skirmish idea you have.

 

 

None of that sounds particularly hard, especialy number five, since that has already been done in my Pirate Mod.

How do you inteand to keep the phase lanes turned off? Maby make a structure like extractors (nuetral, cannont be destroyed) that dissables all phase jumping, and then self Destructs after a certain time (five minutes, or whatever)

 

How are you going to increase game speed once the four minutes are up? are you going to dissable colonizing?

Reply #8 Top

Well my initial idea was for both players to agree on a time to start..but youre way seems to make it a hell a lot better :)! Ill look into that! Just gotta find an entity that possesses the STOP PHASE JUMP property!

Personnaly, kind of thin k about it..I could give both players a phase jump inhibitor belogning to the oposing team (or just plain neutral)! Active ability that would autocast the moemnt the game starts and that would give +100000000% charge up time (ie. IMPOSSIBLE to go). Then since its active you add an onset delay buff that does do damage to self of 10000000 damage (ie. Instant death) and VOILA!! GAME ON!!!!!

As for colonising! NO YOU WILL NOT BE ALLOWED TO COLONISE IN THE DOME (yes in capture the flag..but thats a quick game anyways :)!

Since its DA - AB - DA .. you cannot capture asteroid belt...and well the moment you lose your planetary shield, the     1 000 points of the DA is brought down in NO TIME AT ALL! We could make it even more dramatic and bring down the DAs health to 400..not too much but then again cant be taken down in one blow!!

Does it clarify?

Reply #9 Top

I'm confused by the reasoning behind number 2.  Not only would it seriously alter the balance in the game, but cutting ship values in half would make it take even longer for battles to play out. :maybe:

Reply #10 Top

well if I cut all values by half...technically ships will go down faster and structures become a lot more powerful. But after consideration, I decided to keep values the way everyone knows them!!!

No ship tampering or what not!

So as of now, Im missing my scout cash ability and my start-clocks and im basically good to go ;)

Reply #11 Top

Well..good news! Start-up clock is up and running!

Timer is set to four minutes (240 seconds)! In the meantime you get 10000000% increase in phase drive jump charge-up time! Meaning you can get your fleet loaded and all, and the MOMENT TIMER HITS 0, your ships will automatically jump :)!

So technically I can say mod is ready! Cus unless people want a money stripping vessel, we pretty much have everything we need right now! Technology is left untouched (tough if you guys agree, I might double the amount of levels for all the armor, weapon, regen upgrades?????), ships are unscathed and ready to battle! The dome is a giant star (you need to have one somewhere...damn!) but if people can help, Ill change its mesh to that of a real Sports dome ;)!!

Well what can I say unless you can find me something I missed, THE DOME is up and running!

Reply #12 Top

why don't you use my plunder ability???????

 

you have it in my Beta you should still have. It needs a little editing (as in the beta it was broke, but it is an easy fix)

Just look at it, and you can instantly recognize teh problems with it, fix the problems, put it in your mod.

 

Better make the Phase jump inhibitor nuetral so no one scuttles it, and it doesn't allow the sides to spy on each other.

Reply #13 Top

Nah not neutral...IOll just give it a construction time of 1 hour!

Since scuttling = half the time....means the scuttling will take 30 mins! Knowing it only lasts 4 mins..not worth it! Problem solved ;)!

BTW this is V.1.0 so its still pretty basic..Ill do the touch-ups later! :)

As for salvager ability! Yes if my memory serves me rightI still do have your mod ;)! So Ill go give it a peak tomorrow (well technically later today since its midnight)!

 

Then maybe we can give it a test run??

Reply #14 Top

I was thinking..how about we leave the Phase Jump disruptor as scuttleable by the player!

BUT!!! instead of gaining cash from the scuttle, he loses a fourth of his total ressources (ie. 10K credits, 5K crystal/metal)!

What do you guys think..might be the start of new strategies?

Reply #15 Top

Shadow, hit me on what time you want to test this, remember I am three hours behind you

Reply #16 Top

Means we have ALL day ;)

But that didnt answer my question :( do I get scuttling time or simply boost it so that scuttling is impossible in 4 minutes...'cus the reason I dont go neutral is I DONT KNOW HOW TO! I use galaxy forge and its only letting me choose items from his list, so I have to improvise using the said items, and whenever I add an item from any race, it still ends up as being owned by the player!

Guess Ill go recheck that :(

Reply #17 Top

Well tried to put them neutral...but when the game starts their still on my team!! So well just have to do with that to start!

Second of all...I have a HUGE ERROR going on and I dont know what it is!

Only one of the two opponents loads up correctly! the second is left for dead in space with NOTHING!!! Not good, and I havent done ANY MISTAKES..so I dont get it! :(

Reply #18 Top

Yea, I can't figure it out eathier.

Just make the scuttling time INSANLY long.


Soon as you tell me were I can ge this, I will download it, and go online and wait for you so we can test it.

 

 

That is a wierd problem. I'd try re-making the map

Reply #19 Top

Did..issue is solved..*sigh of extreme relief*!

So scuttling has 1800 seconds...so wayyyyy more than the puny 240 seconds to game start! So thats perfect!

 

Need to add your salvager ability (fix it a bit), and game will be locked and loaded :)!

But first..we had snowstorm yesterday and Ill go clear the driveway (parents happy = me play in peace ;) )

 

Reply #20 Top

lol, I understand. I'll check back here regularly.

Reply #21 Top

In the Group Editor section on the right side, set the conditions to If Always Spawn these items for NoOwner or add a Player02 with no home planet and give the inhibitors to it, when the game starts you'll see a message instantly telling you that player has lost, but all his items will remain, just make sure it can't be destroyed, I think if you set it's hull points to -1 it will be invulnerable.

 

To get access to the Phase inhibitor in Galaxy Forge, open the GalaxyForge folder and open GalaxyScenarioDef.galaxyScenarioDef in notepad, search for planetItemTypeCount 102, highlight it, then paste over it, or just manually change it and add the tech.

 

planetItemTypeCount 103
planetItemType
        designName "Tech:Module:PhaseInhibitor
        entityDefName "PLANETMODULE_TECHORBITALJUMPBLOCKER"

 

Don't forget to change the same file in the GameInfo folder of you mod

Reply #22 Top

Dont worry USSENTERNCC1701E (damn long to write lol)! I know all that and I did EXACTLY that but in-game it still pastes the JumpBlocker as being owned by the planets owner!

Reply #23 Top

oh, sorry, you responded while i was editing that, reread the first part of my reply... does this work with entrenchment, i wrote the response based on theory, but can't put it into practice, keeps crashing

Reply #24 Top

I dont use entrenchement for modding yet!

I continue on with v1.12 (even though I do have the converted entrenchement files...)! But seeing its only beta...I dont wanna waste time on something that will possibly change a lot in the meantime!

 

As for how the dome is doing:

It now has a picture and description!

Plunder ability is built and currently under testing (its not appearing on the siege ships...must have an error somewhere)! So getting close to end!

As for Inhibitor...-1 doesnt work, so I just gave it 12K health and 12K health regen ;) should do the trick just fine in the meantime!

Reply #25 Top

DAMN pluner is giving me a hard time!

Might change it to active or something..cus right now, its passive and effect wont even start :(