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Old August 12th, 2003, 06:56 AM
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Fyron Fyron is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

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Yeah, guess they were, since in the Age of Sail they were only at level 2 of Ship Construction
Actually, if we were doing Age of Sail, the Frigate name would be used for a ship of about Ship Construction 8... it is not at all the same as the stock SE4 Frigate.

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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
Triremes were pretty much all warships. They were also smaller than most of the ships I have used, and oar-driven. All of the ships I used were capable of being driven by sails (and were), even Galleys.

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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
Those would be typoes.

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So you DO play D&D! And you try to seem like you're above that!
I have said countless times that D&D is the primary inspiration of the Magic races... :P

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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!
That was to prevent someone from adding just one Luxurious CQ and the rest Standard CQ to get the bonus, but without giving up all the space.

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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...
Oh... the sats could be blessed or something.

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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...
The armor is magically enchanted, of course.

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And the game actually loads those files, it doesn't choke on the extra lines?!
They are not extra lines, they are expected lines. So no, it does not choke.

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Might as well remove the (SS) designation as well, since it does affect crew quarters and boarding parties...
Oh, I did that already.

More Sneak Peak Goodness

Version 0.12.02:
1. Added - Added Star - Unstable and Palace ability description tag to the following weapons mentioning that their armor skipping ability does not trigger the extra shields from damage ability of leaky shields: Null - Space Projector, Temporal Shifter, Shard Cannon, Graviton Hellbore.
2. Fixed - Tower of Protection technology is now in Racial Area 60.
3. Fixed - Phased - Shield Generators now use the correct picture instead of the normal Shield Generator picture.
4. Added - Advanced Storage Techniques Version of the Drone Launcher.
5. Fixed - Contagion tech area is now in Racial Area 60.
6. Fixed - Invisibility tech area is now in Racial Area 60.
7. Fixed - Renamed Radioactive Resource Warehouse to Mana Resource Warehouse.
8. Changed - Hunter-Killer Drones are now in Family 2026 instead of 2025.
9. Fixed - Magic race fighters (Astral Monsters) were missing.
10. Changed - Added the Depleted Uranium Cannon back into the mod.
11. Changed - Colony Modules can now only be placed on Ships.
12. Added - Readded hybrid colony modules.
13. Changed - Increased research cost of Advanced Military Theory from 15000 to 25000.
14. Added - Magic and Organic themed alternate Main.bmp button graphics, by General Woundwort.
15. Added - Physical themed alternate Main.bmp button graphics, by David E. Gervais.
16. Added - Fibroin Weave for Organic Races, which is the high level armor component with the Armor ability.
17. Fixed - Cellulose Shells tech area now requires Chitin Shells instead of Armor.
18. Fixed - Spelling error in description of Inherent Regeneration racial trait.
19. Removed - Neutron Cannon (BP) is now pointless, as the Neutron Cannon (SS) can already destroy Boarding Parties. So, it has been removed. Neutron Cannon (SS) is now just Neutron Cannon.
20. Fixed - Point Defense Cannons and Flak Cannons now list their bonuses to hit in their ability tags.
21. Changed - PDC bonuses to hit now range from 20 to 70 instead of 70 at all levels.
22. Changed - Flak Cannon bonuses to hit now range from 10 to 40 instead of 70 at all levels.

[ August 12, 2003, 06:03: Message edited by: Imperator Fyron ]
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