![]() |
A question about sensors
Hello http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Someone knows the difference between Hyper Optics/Gravitic/Psychic/Temporal etc. sensors? Can any of them detect things that the others don't? Or (At the same level) are all equivalent? Thanks |
Re: A question about sensors
in the standard game, no they are all the same. in all the mods i have seen, no, they are all the same, EXCEPT IN THE TECHMOD, WHICH GIVES THEM EACH UNIQUE ADVANTAGES. the only differene is the cost to research, and the other technologies you might get on your way to researching them.
they have the potential to be different though, AS ILLUSTRATED BY THE TECHMOD, IN ALL ITS GLORY, WHICH YOU SHOULD GO DOWNLOAD IF YOU HAVE NOT ALREADY. and in the PCMod, when it is done, they will be different and be able to detect different types of cloaking. ------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) edit: CAPS, with thanks to Phoenix-D, who pointed out my oversight. [This message has been edited by Puke (edited 01 November 2001).] |
Re: A question about sensors
"they have the potential to be different though"
Example: TechMod I didn't go into huge depth with it, but I did make changes so the sensors are different. Gravitronic is best but most expensive and weak vs fighters; passive is good vs. fighters and cheap but weak vs. everything else; active and the racial techs are between the two extremes. Phoenix-D |
Re: A question about sensors
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Phoenix-D:
"they have the potential to be different though" Example: TechMod <HR></BLOCKQUOTE> I stand corrected, checking the Beta 2 Version that i have, it does indeed have different levels for different types of sensors, some better at detecting mines or fighters, which have varying levels of stealth. for some reason i thought techmod just expanded it to 10 levels of sensors / cloaking instead of 5. maybe that was another mod i was thinking of. |
Re: A question about sensors
I though of doing that a few times but never got around to it. It certainly makes better use of all those different scanning abilities - I think I might end up doing something like one day...
------------------ Captain Kwok = Captain Spoogy "Reality is a nice place to visit, but I wouldn't want to live there..." |
Re: A question about sensors
Thank you very much for all the answers! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Puke: ...they have the potential to be different though, AS ILLUSTRATED BY THE TECHMOD, IN ALL ITS GLORY, WHICH YOU SHOULD GO DOWNLOAD IF YOU HAVE NOT ALREADY... <HR></BLOCKQUOTE> I'm only a beginner, so i don't know that mod. Where can i get it? |
Re: A question about sensors
either in the mods section of this forum, or i think there is a copy in the file library on the PBW server.
|
Re: A question about sensors
lol puke
Now, if I could just unbreak the AI, and maybe shuffle a little classwork off into the void while I'm at it.. Phoenix-D |
All times are GMT -4. The time now is 11:59 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.