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Old August 12th, 2003, 06:28 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

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Originally posted by Imperator Fyron:
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Note that it is Deeply Religious, not Religious. I see nothing wrong with a race that is not Deeply Religious being able to make temples. They are not at all like Shrines, just happiness facilities. Religion played a more prominent role in the medieval ages of Europe than it does today in the US, and that is where the Magic races are sort of set. At least, the historical aspects.
Makes sense

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Frigates were massive ships in the Age of Sail, unlike the modern usage of frigate. As the magic races are set around there somewhere, it made sense to use Frigate (as well as a lot of other medieval and later sail ships). I don't think it will be too confusing, but if it ends up confusing people, I have no idea what else to call the ships.
Yeah, guess they were, since in the Age of Sail they were only at level 2 of Ship Construction

Seriously though, want other archaic sounding names? How about trireme? Are triremes big ships? (Are they even military ships or are they merchantmen? Why are they called merchantMEN when ships are referred to as "she", anyway?) Hmm, I'm not too good on marine history

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Yeah there is. It is available to Physical races, between the Escort and Light Frigate in size and tech req.
Must have missed it... kinda odd by the way to have some hulls saying "defense bonus from small size, maintenance penalty from large size" - I know size is relative, but it is a bit weird

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I wasn't quite sure what to put in them, and I have loaned my Psionics Handbook (D&D) to a friend, so can't really fill them all up.
So you DO play D&D! And you try to seem like you're above that!

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It makes it a little more likely that they will be selected to be damaged when the ship is hit, as most internals have 10 hit points. They have 11, and so are more likely to be hit than if they had only 10.
Hmmm, how devious... give them just enough hitpoints so they're hit more often, but not enough to really make a difference when it comes to being destroyed... Maybe Aaron was up to something when he gave engines 20 hitpoints; I always thought he just figured they were too vulnerable so he beefed them up, but maybe he was making them easier to hit...

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How about if the different crew quarters levels provided maintenance bonuses and penalties? You know, you're more likely to take care of the ship when you're taken care of yourself
Hmm... what bonuses would you suggest?
Well, since you seemed to go with the idea that only the luxury crew quarters is without penalties (as opposed to the standard being +0 combat, the luxury being +x, and the basic being -x), how about a 2% maintenance penalty for the standard quarters and a 4% for the basic? Nothing big or anything... well at least if you don't have any stellar manipulation ships!

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How can the Religious Talisman be placed on satellites or drones?
It can't at present. If only we could just make our own list of vehicle sizes allowed and such.
Sorry, I wasn't so clear with that question; what I meant is that satellites and drones are in the allowable vehicle types, when it really only makes sense for ships, bases, and weapons platforms. (How are you supposed to have fanatical priests doing their thing on an unmanned vehicle? ) The War and Death talismans only go on ships and bases... if it's an issue of there's no Ship\Base\WeapPlat designator, you could have 2 copies of the Talisman, one for ships\bases and the other for WP's; maybe make the WP one bulkier/more expensive since it has the power to affect an entire planet full of weapon platforms, not just one like the ship Version can...

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They do have weaker armor. Their armors have 10% fewer hit points than equivalent levels of Physical race armor. You think I should make them even weaker?
Oh, I guess I didn't notice; I thought they were the same. Still, it seems kinda funny for them to even be in the same ballpark... wooden ships vs. what's the basic Physical armor? ROFL! Monitor vs. Merrimack anyone? Of course, then magical shields would have to be MUCH more powerful to balance magic races out...

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They don't get built in cloaks. Look closely: the number of abilities is set to 0, so they have no built in abilities in-game. I just did not want to delete the ability lines in case I later decided to give them built-in cloaking again.
And the game actually loads those files, it doesn't choke on the extra lines?!

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True. They were useful before I added boarding defense to a lot of comps to make them susceptible to Mental Shredders and such. I will remove the Neutron Cannon (BP).
Might as well remove the (SS) designation as well, since it does affect crew quarters and boarding parties...
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