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Re: Organic & Crystal vehicle differences?
Back in the last days of SE4, I had plans for a mod -- ridiculously grandiose plans given my modding skill level -- for temporal hulls. I figured they'd use time travel ability to bring in ships from the future, so they'd have hull sizes and components a couple of tech levels higher than they'd researched. So I planned on making them very cheap, quick to build, and real expensive to maintain. I was trying to model "time warping" them in, using them quickly, and then "time warping" (as in scrapping them) back out again.
Maybe SE5 will let me do that easier. |
Re: Organic & Crystal vehicle differences?
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Regular dreadnoughts: Quote:
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Re: Organic & Crystal vehicle differences?
Heh, guess I didn't look closely enough. That is really weird... wonder if it was intentional to do just one size like that, or if it was a transcription error.
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Re: Organic & Crystal vehicle differences?
Personally I suspect that the organic ships would have had some sort of self-healing ability.
That's what organic ships traditionally get anyway. |
Re: Organic & Crystal vehicle differences?
"Back in the last days of SE4..."
It hasn't gone anywhere. |
Re: Organic & Crystal vehicle differences?
Personally I suspect that the organic ships would have had some sort of self-healing ability.
That's what organic ships traditionally get anyway. They do, indirectly. When you pick organic technology you get organic armor and weapons too; the armor is self-healing. At a quick rate too, I noticed. |
Re: Organic & Crystal vehicle differences?
The Organic Hulls in the Balance Mod add regeneration capacity to organic armor to help to heal just a wee bit faster. They also have a small reduction to maintenence and cost more in organics. Crystalline Hulls reduce the damage from energy weapons slight, cost more in rads and have the same maintenence reduction.
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Re: Organic & Crystal vehicle differences?
Looks like the racial DN sizes/costs were a transcription error.
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