Tonight's update: some progress, but slow going.

I'm into the weapons section of Components.txt, which is currently 2/3 of the way through the file. Be sure to check the
current changes list to see what I've done with Repair Bays/Space Yards, Mine Layers/Fighter/Sat Bays, and PDC.
Brief (yeah, right) explanation of Repair Bays. I started with a 50kt module which repairs 2 components. The repair rate goes up 1 each level; the size goes up 25kt every 2 levels (except the Last one). This results in a fluctuating, but rising repair/kt ratio. I.e., Bay I has an R/T of 25; Bay 2 has 16.67; Bay III has 15.75; Bay IV has 15; and so on. Repair bays are linked to repair tech
and ship construction tech. The rationale here is that since repair bays get bigger, they won't be as practical for smaller ships anyway.
Just to make life more interesting, and maybe force a new strategy or two, I threw in 3 levels of Base Repair Docks. These are 450kt (just like the new space yards), and they repair 40, 55, and 70 components each. They're linked to base construction as well as ship construction and repair; I figured it would give another reason to research Base Construction 3. (Besides the 1 pt. of combat mvt. for bases.)
Any feedback on that?
RE: Ablative Armor. SJ, I see your point about sizes; do you think I should keep the better ratios for the better (smaller) armor; or should I have small armor/good ratio and big armor/not-as-good ratio, making people decide if protection or easy repair is more important to them? (That
would mean Only Latest Components wouldn't always give the "best" choice.)
RE: Damage Control. Of course! Emissive Armor (without the Emissive Armor ability, at least). Guess that's a temporary workaround for that glitch, anyway. I'll get right on it--after all the other things I have to get right on, at least.

It does have the potential to be greatly abused, though; any suggestions for reasonable limits (with 5 or 10 levels)?
RE: Limited Unlimited Supply Generators
quote:
Remove the second ability, rename it and change the decription, maybe limit it to one per ship and/or make it expensive, and you've got yourself a re-useable, if manually triggered, resupply component. (speaking of which, will ships use these things if they run out of supplies? Will the AI? The resupply minister?)
I don't know if the ministers/AI will use them; I've never used them myself, so my ministers never got a chance (if I even let them touch my ships). I would prefer not to have it manually triggered, but then I'd like a raise, too.

I'll put it in and test it (if I ever get to the testing stage).
Please give feedback, esp. on the repair bays/space yards and the unit launch bays.
Out for now!
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"The Unpronounceable" Krsqk
Basic Tech Mod
[This message has been edited by Krsqk (edited 23 July 2001).]