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Invasion! Beta 0.53 Released
Nov. 08, 2006

Changelog Since Beta 0.46 you can visit the downloads area to get the mod.

Beta 0.53
Fixed Monster Sensors
Fixed engine number on multiple carrier hulls
Upgraded Space Yard abilities on Outpost facility
Updated FAQ
Fixed 2 year old Monster Neural Core roman numeral bug
Fixed a large ammount of incorrect component roman numerals
Removed unneed ability from Accelerated Psychic Sensors
Made an adjustment to the RepairPriorities.txt
Fixeed alot of AI errors that make single-player alittle more possible and multiplayer easier.
Complete Features List(Thanks Ashton)

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Beta 0.52
Added 3 MP3 Tracks
Fixed Outpost chance to hit modifier
Fixed Base Construction
Reordered Components to make more sense
Changed Maximum Population For Abandon Planet Order to 10(mil) to help prevent people from exploiting
Rebalanced Space Station Chance to hit and maintence reduction
Rebalanced Space Walker fighter unit
Added Superbeast to monster ship sizes
Corrected mistake in all monster hull descriptions
Corrected mistake in Pirate Corvette
Corrected mistake with Monster Habitat shipyard abilities
Added new entries to EmpireTypes.txt
Updated monster rules text based on their performance in the latest PBW game

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Beta 0.51
Added new station class "Outpost" complete with new pictures(thank you jbmetrics)
Fixed "Immune System" component
Fixed range on Chemical Laser I
Numerous changes to the settings.txt
Added event MegaCorp Collapse
Added buttons made by David Gervais
Added Chaff Missiles(Anti-Missile Missiles)

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Beta 0.50
Completely upgraded Invasion! to include FQM Deluxe 2.10 Datafiles
Added all Hybrid tech from Devnull
Added Pirates as a race
Fixed Terraforming Station bug

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Beta 0.47
Fixed Hyper-Phased Energy Discharge III
Gave monsters resource conversion
Drasticlly lowered monster shield cost
Gave monsters a seeker weapon based on the Seeking Parasite
Raised Monster Combat Bonus
Raised Damage on Monster Bioelectric Beam
Raised Monster Space yard component build rates
Lowered cost of Huge Monster Beam
Made monster spawn twice as hard to hit
Doubled monster shield strength
Made armor 5kt
Made shields 10kt

-Combat_Wombat

Invasion! Beta 0.46 Released
May 08, 2005

Change List Since 0.43:
Beta 0.46
Removed warhead weapon abilities from supply storage items
Rebalanced some hull sizes
Changed Point Defense Cannon reload rate to 2
Changed Wave Motion Gun reload rate to 2
Changed Planetary Napalm 3x damage and 15 reload rate
Changed Small Cluster Bombs 3x damage and 15 reload rate
Updated Planetary Cloaking Device description to reflect SE4 1.91 abilities
Raised starting tech level for many areas
Added Warp Weapons to the tech requirement for Quantum Warp Missiles
Updated modinfo.txt, FAQ.txt, and Generic Space Monster Rules for PBW.txt
Took full damage for Chemical and Massive Chemical Lasers out to full range
Fixed typo in Temporal Space Yard II
Renamed a few things and lots of other small changes
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Beta 0.45, 045a
Gave monsters ECM & Combat Sensor Abilities
Gave the monster armor and skin the ability to block engine destroying weapons
Finally implemented the Monster Yard
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Beta 0.44, 0.44a
Rebalanced Monster Facilities
Rebalanced Monster Components
Rebalanced Monster Hulls
Fixed Neural Core Upgrade Problem
Raised Monster Evolution Cost
Raised Shield Points on Massive Planetary Shield
Raised Shield Points of System Capital Complex
Fixed Chemical Laser
Raised Population Hit Points
Lowered Cost to Upgrade Facilities


As usual this version can be obtained from the downloads section

-Combat_Wombat

Invasion! Beta 0.43 Released
Mar. 31, 2005

Change List:
Fixed Component(s): Shield Generators
Raised Movement of Monsters
Fixed Light Colony Ship Short Name
Fixed Roman Numeral on Titanium Armor II and on many other armor components
Fixed Cost of Monster Shields

-Combat_Wombat

Invasion! Beta 0.41 and 0.42 Have Been Released
Mar. 09, 2005

While the site was down and also that long period it was unupdated I was still hard at work on Invasion!

First 0.41 was released which also marked the start of the third offical Invasion! PBW. This version marked another first that Invasion! has pioneered. Space Monsters as a playable race! Now the charge list for this version is so massive its very impractical to post it on the website so to read it your just gonna have to download the mod.

Also 2 turns into the new Invasion! game I spent about 7 hours straight one night completely balancing the monsters the way they were meant to be in the 0.41 release. This tiresome labor became Beta 0.42 and after some problems upgrading the PBW game went on.

Both of these are avaiable in the updated downloads section. Also Fyron took it apon himself to clean out all of the old Invasion! so if you are looking for older versions of Invasion! you should check out the PBW Mods section. If you cannot find what you are looking for there feel free to email me.

-Combat_Wombat

Invasion! Beta 0.31 Has Been Released
May 21, 2004

Patch
Download Invasion! 0.31 here: http://www.spaceempires.net/cw/Invasion31.exe

Full
Download Invasion! 0.30 here: http://www.spaceempires.net/cw/Invasion.exe

Invasion! PBW is in need of a replacement player.

Change Log:
Fixed Ship Construction Cost
Fixed Base Construction Cost
Fixed Scout Propulsion
Fixed Data File Clutter
Fixed Long Range Sensors
Fixed Medical Bay

I found this in a backup file I made. This is basicly my first Beta release to the public. When I go back and look at this I am amazed how far the mod has come.

Download Invasion! 0.23 here: http://www.spaceempires.net/cw/Invasionbeta23.rar

-Combat_Wombat

Invasion! Beta 0.31 Announcement
Apr. 02, 2004

Invasion! 0.31 will include 3 different types of races. Xenophobic, Imperialistic, and Neutral. These work very much like the Organic, Magical, and Physical races of Adamant. Except these races will have many different bonuses and disadvantages unlike Adamant on top of their different tech trees.

Here is the basic idea I have for the 3 race types, though they will grow more detailed as I develop them:

Xenophobic Race:
Your race is scared of and hates all other races and will goto extreme measures to be left alone.

Cheaper: Bases, Sats, Mines, Wepplats
2 more levels of: Bases, Sats, Mines, Wepplats
Can't have Engine Reactors
Can't have Dreadnought and larger
Can't have any type of colony component outside starting type
Can't research Colony Ships above Slugship
Improved: Shields, Armor, Point Defense
+5% to ship defense

Imperialistic Race:
Your race will stop at nothing until the entire universe bows down before you.

Higher costing: Bases, Sats, Mines, Wepplat
2 Less Levels: Bases, Sats, Mines, Wepplat
Improved: Anti-Planet Weapons
Ships hold one more engine
1 more troops class
No Planetary Cloak Generator
+5% to Ship Offense

Neutral Race:
Normal Tech Tree
No Advantages/Disadvantages

Completed Beta 0.31 changes
Added Components: Research Lab I-III
Added Components: Intelligence Center I-III
Fixed Components: Medical Bay I-V

-Combat_Wombat

Invasion! Beta 0.30 Released
Mar. 30, 2004

Invasion! Beta 0.30 has been released and can be obtained here

Invasion! PBW will start tommorow this is your last chance to join!

Change Log:
Updated Invasion! for 100% 1.91 compatibility
Fixed possible exploit using Engine Reactors
More work done with making the mod files size smaller
Did some more AI work
Added new Emperor Title
Long Range Sensors now produce Intelligence Points
Medical Bay now produces research points

-Combat_Wombat

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