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#1 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() Why would it take so much space? Simply copy the files you modded and offer your mod to those who already have the game.
This game has been up on the site for a very long time. Many if not most of the old members here have it already. |
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#2 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Edit that file using Notepad
I'm not sure if you realise it's binary data and not just plaintext. Notepad will fuck that up completely. What you should be doing is use COBExtractor to unpack the COB file and edit its' constituent files before using COBExtractor to repack them into a new COB. You can get COBExtractor here: http://legolas558.iragan.com/index.p...-MODding-Tools (just click the [V] icon, the detail pages are broken), and http://www.dosbox.com/wiki/GAMES:Asc..._Modifications has instructions on using it. The Mod Guide explains a bit more about the actual files inside the COB and editing them: http://legolas558.iragan.com/index.p...ncy-I-MODguide
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![]() "God. Can't you people see I'm trying to commit a crime against science and nature here?" -- Reed Richards Last edited by The Fifth Horseman; 17-07-2012 at 11:00 PM. |
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#3 | ||
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![]() I have a question concerning this games invasion system (this was the only forum I found with an actual active thread on this old lad).
It happenend multiple times to me allready, that an enemy vessel warped into one of my perimeter systems, but stayed out of range of my orbital missile batteries. I couldn't do anything but to wait for the next day(/s - sometimes they wait), only to get a popup that my system has been invaded and taken over... . Those perimeter planets are usually equipped with two orbital shields and three missile batteries, and yet they just sneak past them. (the last time that made me somewhat ragequit and search for solutions had even additional 2 ground shields for invasion resistence to counter this behaviour....) I wouldn't even care so much, if it was that easy to take them back for me too (high developed production planets are bordering close to these, so I could quickly raise invasion and intercept vessels). But whenever I try this tactic, I get shot and destroyed. By the same cannons even, that just refused to shoot approaching enemys, because they belong to them now. Every step that moves me closer to the planet is an opportunity for them to shoot, and I need multiple of them. I made the ships able to stand a bit under fire with one shield bubble, but they cannot last longer than the fourth round or so. Which wouldn't be that terrible again, since I usually reach the planets in the second round allready, but then I somehow can't enter orbit. Whenever I click the planet, my ship just vanishes and spawns around him again, as if it just left orbit. Of course the enemy is getting a free shot at me after any of these attempts. So as a quick summary: - My planets cannot make the same 'shot for every step they approach you' thing, that the enemy throws at me - Instead they don't do anything to defend themselves, just let the enemy into orbit (which never worked for me in x^4 tries and fails) and get taken over so quick that I just get a notification in the next round, that something went wrong and I lost a fully developed colony, including all of their defenses to some lonely weasel marodeur ship .. nice! So I guess I am doing something wrong - maybe some configuration I overlooked? Or is there a special commando tactic equipment - stealth maybe? (didn't research that one jet) How to counter? What to do? Oh, and of course I have tried enough to get these systems back by real force and just destroy all their defenses. But still being a few rounds away from large ships with allready available plasma weapons, my medium warships are just not capable of overcoming such heavily fortified planets. So one time I assembled 3 warships at once, which is quite the armament considering, that I just owned around 10 systems at this point. ..And they failed miserably. Whenever one of them got hit, this ship and EVery other lost around 2,5 barrs of energy. At first I thought it was some sort of unfortunate racial trait of my enemy, but then I found out.. it's not. So jeah, I don't really get what the point of attacks with multiple ships is, since you can only use one for real - because if the enemy is able to fire back at the same rate, the rest of your ships cannot do anything anymore, since their energy is allready 'somehow' depleted. I don't know how they are justifying such nonsense. I even had my ships coming from different lanes, so one them was far appart, but they still all loose energy. Area drain effects from mere Missile Batteries, yeah.. ok. The game still seems to be pretty easy, but random jump-at-you border-conquering like this is really annoying. And unfair - I cannot do the same. I hope somebody here is still fit enough in this game to help. |
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#4 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() IIRC, the orbital weapons need to be fired manually.
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#5 | ||
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![]() I know, but that is not possible if the enemy stayed out of range. They wait on the edge of the system and then jump at you in one quick between turns time. You don't even see it happening.
While the player has to encounter an enemy planet stop and go wise, where every step provokes one weapon to fire, the KI is either shot with all weapons when within range, ..or just not. So it seems, if they just have enough engines or energy to reach you in one turn, NOthing is ever going to stop them, or what? But even if I would likewise be able to get to their planet without being shot, I would still not be able to enter orbit if there are cannons around, because that appears to be a KI only trait too. ..Different mechanics for human player and KI, I hate that. Natural unbalance. |
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#6 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() In fact, it is not even a different mechanic for the AI. It is simply that you need to be there to fire those guns manually and you are not when you end your turn.
The best way to prevent such a situation is to have a defensive ship of your own patrolling the system. The AI plain suck very big time in Ascendancy so it is more than easy to design a ship which can destroy anything in its path. Another option would be to pass your tactical turn. I think there is an option to do that in the planetary system menu. This would take the opponent ship into range before they land to your planet and you'll get a chance to hit it. |
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#7 | ||
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![]() Ah, thanks! Never thought of trying that out. As allways when something is obvious and easy.
I think that will do the trick \(OuO )/ |
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#8 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Amsterdam, Netherlands
Posts: 132
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![]() It usually does. If the attacking ship has weapons it'll close in to fire, unless you outgun him a lot, usually only counting ships. If the AI is using molecular disassociators and you have orbital batteries you might be in trouble, since they'll outrange you, and however stupid, they'll sit there and shoot instead of comming within range. Where the AI then messes up is if a shorter ranged weapon got put in too, it'll now close in (if energy is left) so you can shoot it to pieces
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#9 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() My normal tactic is to get excavations relics and get way, way ahead in tech than my opponents. Then I research weapons which outperform my enemies (early game it is the red gun) and gun them down from orbit, leaving the ship in the system to destroy whatever they try to rebuild orbitally. This prevent them from building up defenses and the AI is too stupid to build anything else so it deadlock that particular system up.
I hate shields which suck up energy as you activate them. I always use those which are way less powerful but are always active (simply don't forget to activate them when you build or refit the ship as they are built off by default) and try to stay out of range of harm. If the ship take a beating I get it back to a manufacture playet with a dock and refit the ship to get armor back (and/or better components upgrade at the same time) and rinse and repeat. Once all the opponents planets in a given system are beaten up, a single ship firing on every planet every turn deadlock them. AI is terrible building ships too so they are not a problem either when I encounter them. Doing this and securing checkpoints early game guarantee me the win in every single game. |
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#10 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2012
Location: Ascendburgh
Posts: 35
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![]() Has anyone of you played my Ascendancy the Supremacy and Totally Cracy Mod?
The Download Files, and their including Batch File is 64bit now. For sure, the Game is old, and Dos-Box, but i would think, there are still some Gamers out there, who would like to play an advanced Ascendancy. You have to download the two Files, HERE, and to paste the whole Stuff into Main Directory Ascendancy and unpack. Then load the Batch and choose one of the three Scenarios, Supremacy, Cracy, Totally Cracy, choose one of the six Difficulty Levels, the Batch will automatically load an Ascend00.COB, and the Resume.GAM, into Main Directory. Then you can play Ascendancy by using the Supreme.EXE. And then you have two Things: -Are there new Names for the Solar Systems? If yes, lets play. If no, my Mod was not loaded. -Do NOT build any SciFactories, these Buildings are for stupid AI only. Thats all. If the Batch has not loaded automatically, look into a Sub Folder and copy and paste one of the existing "00.COBs by renaming into Ascend00.COB, and the Resume.GAM into Main Directory, thats all. You need only one of all these "00.COBs renamed into Ascend00.COB, and the Resume.GAM in your Main Directory, and Ascendancy will be whole new and much better. And i would be happy to hear at least one Guy out there, who played the Game, and tells me some Words, that would be fine! Have Fun. IF THE SOLAR SYSTEM NAMES HAVE NOT CHANGED, YOU HAVE NOT PLAYED MY MOD!!! |
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Thread | Thread Starter | Forum | Replies | Last Post |
Ascendancy I Mod | legolas558 | Programming | 6 | 24-07-2012 05:05 AM |
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