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Old October 15th, 2003, 10:40 PM
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Default Re: Attention SEIV Modders and Know it All\'s- Request

Here is an old idea I had in a previous mod (the D-Mod)

Name := Decoy Missile I
Description := Missile fired to 'soak up' point-defense so the real missiles get through. Causes minimal damage itself.
Pic Num := 156
Tonnage Space Taken := 10
Tonnage Structure := 10
Cost Minerals := 75
Cost Organics := 0
Cost Radioactives := 75
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 7034
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Tech Area Req 2 := Military Science
Tech Level Req 2 := 2
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 1
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 87
Weapon Seeker Speed := 12
Weapon Seeker Dmg Res := 25

This went up for several levels each adding more range and Seeker Dmg Res, they keys were the range , dmg res and seeker speed, they would fire and fly ahead of the missiles, soaking up the PD as they came. Rate of Fire was great too.

Other keys to making missiles/fighters Last longer in the game are modding the fighters to have base damage points (ie the fighter itself before armour or shields) and increase the rate of fire of missiles (to 2 or 1). (or like my Mount Mod, add a number of miniturization mounts so more and more missiles could be mounted on a ship, that way missiles would eventually overwhelm the opponent).

[ October 15, 2003, 21:43: Message edited by: Deathstalker ]
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