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Re: A pirates life for me...
256 spits out a fowl RCE
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Re: A pirates life for me...
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Re: A pirates life for me...
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Re: A pirates life for me...
Dumbluck:
I have made changes to settings.txt However, if you only copy-and-paste the pop modifiers, it will still work. Ed Kolis: Thanks for the reports. Vehicle images: Fixed Gravitic Cloak: PBW Version only EA Description: Fixed SFX age: Working On It Now Supply Usage: See note below. HP Grav Spike: Zounds! Fixed now! Massive Weapons: See below. Supply Usage: Supplies in P&N are now considered to be physical matter used by the device. Energy usage by a device will increase the rads cost of that device. You do have a point about the shard cannon & crystalline torpedo. The shard cannon should certainly have a high supply cost, but the missile's should be higher. Be wary of the bombardment missiles http://forum.shrapnelgames.com/images/icons/icon12.gif In the PBW Version, especially, supplies will be a critical concern. Defense ships will be able to mount the powerful, supply sucking weapons, while attack ships will have to use the slightly-weaker energy weapons, or maintain long supply routes. In this AI-friendly Version, the weapons still use only lightly-modded damage amounts. Massive Weapons: The damage does seem a bit wimpy now. However, one cannon can knock out 50 cheap mount engines (quite common, since engines are so expensive). Once the engine disruptors come into play, the enemy might be forced to spend more money to protect their ships. Rather than directly increasing the damage, I think I will simply make it an "Always Hits" weapon. That will effectively improve the damage rate, and make them much more effective in combat... For the massive shield depleter, an increase in damage is warranted. I shall go with double damage plus always hit. PS: As Fyron mentioned, the Rube Goldberg Designs are a joke tech in order to have dummy ruins that are indistinguishable from the real things. He also nailed the pop modifier reason http://forum.shrapnelgames.com/images/icons/icon7.gif Arkon: I've never asked, and he's never commented http://forum.shrapnelgames.com/images/icons/icon7.gif Jimbob: Nothing special, really. Just adding some hefty 50 or 100 kt drives so that players don't have to click quite so much when designing ships http://forum.shrapnelgames.com/images/icons/icon7.gif A ruins tech for "Massive Engines" (400kt?) might be fun http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: A pirates life for me...
Ok, thanx for the reply. I noticed that it hurt the AI, myself. But it makes for fun games non the less. Raising the kt/million population has a somewhat similar effect...
But you took away my DUC Autocannons? http://forum.shrapnelgames.com/images/icons/icon9.gif Unless there is just a new research requirement I haven't discovered yet... |
Re: A pirates life for me...
Maybe they became a mount for DUC weapons?
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Re: A pirates life for me...
Not that I've found. I'm thinking of starting my very first High Tech Start ever just to see...
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Re: A pirates life for me...
Or search for them in components.txt, and the compenhancement.txt to see if they are a mount. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: A pirates life for me...
Ooooo, I forgot to look in componentsenhancement.txt.... http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: A pirates life for me...
Nope, not there neither.
EDIT: Well, I started my high tech start game, and sure enough, there are my DUC Autocannons! Now I just have to figure out what to research to get them... 2nd EDIT: the Find command in Word is a wonderful thing! Autocannons require Smaller Weapons and Projectile Weaps. I don't know how I missed it the first time (well, actually I do. I kinda, you know, forgot about the Find command, and I tried to search components.txt by hand. http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif ) [ August 25, 2002, 11:51: Message edited by: dumbluck ] |
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