
June 23rd, 2003, 05:14 PM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Loser:
Thank you, General.
Have you confirmed that the Point Defense, Medical Bays and Mine Sweepers actually function on Units?
What about Phased Shields, Solar Panels, Quantum Reactors, Regenerating Armor, single-weapon To-Hit bonus (ala WMG) and all forms of Special Damage (Engine, Shield, Armor, Master Computer, Weapon, Weapon rate delay, Allegiance Subverter, and Shield/Armor skipping)?
Were you able to try any of those? Does the Highliner Mod implement any of those special features?
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Results so far are mixed.
I haven't had any mine combats yet, so the sweepers are still an unknown factor. Same thing with medical facilities & plagues.
Unit combat is much more "hidden" than ship combat (shields & damage are computed out-of-sight, as it were), so the effects of regenerating armor & shields, special weapons, etc, are difficult to ascertain.
For purposes of game scale and mechanics, I kept Quantum Reactors and Solar Panels as strictly Highliner/Ship components - so I don't know if they would work on units. I could experiment with them, but even if they did work I would not put them on units because I don't think it fits the parameters of space travel I had in mind for this mod.
Weapon Rate Delay and Allegence converters both work on units - that's confirmed.
More results to come as the test games proceed.
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