Any reason the Science Lab component require unreachable levels of Applied Research tech?
I was working on them, but couldn't get them to work. So I pulled them out for now.
You changed the description of the Master Computer I, but not the II or III... and are they that much better than regular crew quarters, anyway?
Fixed. And they reduce the lifesupport requirements as well, so you save 5 or 10kt of space (depending on level) per computer.
Your hulls ought to have some backup pics - the general hull 2000 uses DreadnoughtHeavy as both its primary and secondary pics, so what if the player has no NeoStandard ships?
Fixed
1kT armor? With THAT many hitpoints??? You don't seriously expect us to click hundreds of times on the armor icon for each battleship we design???
How about some armor mounts... maybe a 10x cost, 5x hitpoints "Heavy Armor" and a 100x cost, 25x hitpoints "Ultra Armor"? (Similar to Adamant's armor only using mounts instead of separate components for the different levels of armor) Of course with those kinds of armor you would probably want to reduce the hitpoints per component of armor so it doesn't become nearly impenetrable like it is in stock SE4...
The armor is intended to have such a high hp/kt ratio. One of the main reasons is to make sure the internal components comprise an insignificant fraction of the total hitpoints of a ship.
The hitpoints of each armor segment needs to be proportional to the regular components as well, since that is what determines the leakyness... it also helps that every hit normally destroys at least one component.
No multi-colony modules yet? They'd really cut down on micromanagement? How about the Colony Tech Mod?
I don't expect that many players will be taking multiple colony techs, due to their cost, but it can't hurt.
The multi-modules will have the same price and size as a single.
"Plasma Lance" is not capitalized properly... but ooh, those are some cool sounding troop weapons!
Fixed.
Torpedoes say their to-hit bonuses come from "continuous fire" instead of tracking ability!
Fixed.
Accuracy bonus was too high, as well.
But you know, those weapons are EXACTLY what I've always wanted to do with a mod!
Glad you like it!
Ion weapons sap shields? It's believable but not consistent with their behavior in SE4... and neither is it consistent with the Ionization Beam's description!
Speaking of which, those ion weapons also look rather weak, given that they damage only shields... or are shields that much weaker in this mod and ion weapons are designed as specialty weapons for boarding ships?
Don't forget to account for size, too. The ion torpedo is only 20kt.
Given the leaky shields system, there will almost always be some shields still up, so you can knock them down with a cheap ion bLast, then hammer the hull with antimatter or something.
By alternating some small ion weapons between regular shots, you can negate much of the enemy's shield effects.
No "engines only" or "weapons only" or other special damage types like that yet?
Those damage types have too much skipping effect for this mod.
However, with appropriate armor components, I think it would be a fair addition...
Probably in the quantum weapon types, and if the regular armor could be made to count as engines without adding thrust. That would have about the right effect, I think.
The weapons would be doable in the same sort of way, but the side effects on the weapon list in combat would be horrible.
Still, with tactical combat typically being a disadvantage for the humans, it wouldn't be that bad.
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Note: Fighters can only attempt to shoot down missiles while under computer control AFAIK.
In tactical combat, this means turning on "Auto" for the rounds in which you need them to shoot down incoming missiles
[ March 23, 2004, 21:45: Message edited by: Suicide Junkie ]