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Modders\' opinions
I'm working on a mod that, among other things, makes crew an intrinsic part of ship design. The bridge and Aux Con will be replaced by Captain's and Executive Officer's quarters, and the generic "crew quarters" will be replaced by specific quarters. For exampe, the base to-hit is brought down to 90%, but adding "Gunner's Quarters" brings it back up to 100% (And of course, you won't need gunners on non-combat vessels). I'm kind of stumped on engineer's quarters, though. I thought at first I'd have them repair one component per turn, but I ruled that out for several reasons. What do you modders think about giving them a tonnage/integrity ratio higher than armor, say 1:5 to reflect the fact that they are preventing/repairing damage. The offset to this would be, of course, that it won't be armor (hit first), so it MAY prevent the damage, but not necassarily WILL? Any opinions on this, or ideas for other types of crew?
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Re: Modders\' opinions
make it armor repairing. i don't know if you'd have to make it armor to do that, though.
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Re: Modders\' opinions
If you mean giving it the Organic Armor power to heal damage points then, no, it does NOT have to be Armor.
While we are on the subjects of crew... A while back I had a REAL nutty idea of having Supplies represent actual Crew, rather then Fuel and Ammunition. You would have to build Training Acadamies on planets which would act as supply depots, and Crew Quarters would hold the crew. The problem I eventually came across was how to make it so that you have to have a certain amount of Crew to fire a weapon, but not actually kill the crew(like needing supplies, but not using them). Seemed like a REALY cool idea to me for all of two minutes. Well anyway, good luck to you on your modding journey! And dont forget to enjoy the *sauce*! |
Re: Modders\' opinions
The B5 mod wanted to use the organic armor style regeneration ability to create damage control teams, but the ability dosen't work right for the purpose in v1.49.
In Gold, you could create such a crew component, and give it, say 10 OA regen points. Any component they are capable of repairing in battle; small guns, electronics, lisfesupport, crew quarters, etc, would be given 1 point of AO regen. With the leaky armor system, ships will take much smaller amounts of internal damage, but will take it right from the first hit. This means the ships will survive hull damage much more often than in unmodded SE4, and give the repair crews time to work. (In unmodded SE4, most often a couple ships will vaporize one opponent instantly, but the B5 leaky armor system avoids that except in cases of really large fleet combat) Repair priorities are implicit in the ship's design: components will be fixed from left to right where possible. |
Re: Modders\' opinions
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Though they may, or may not, become fully repaired after battle even if the ship did not have your Engineer's Quarters, even with an AO of only 0. |
Re: Modders\' opinions
Last I checked, components with an OA ability of zero were ignored, and never regenerated.
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Re: Modders\' opinions
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[edit: < or >, big difference.] [ July 04, 2003, 17:47: Message edited by: Loser ] |
Re: Modders\' opinions
All components have Armor Regeneration of 0. You have to set the level higher than 0 for any abilities to be gained from it.
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Re: Modders\' opinions
I was thinking about using armor regeneration on medical quarters so that they heal other crew, or on general crew quarters to store excess staff to be assigned when casualties occur. I don't really want to use it for engineers, as components that are destroyed are just that... Destroyed, damaged behond repair (one of the reasons I abandoned the repair ability for them.)
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