Re: SE II mod
I didn't know 0Kt damage ment they never got destroyed. I thought they were just last to be hit, which is what I wanted for the control center. It's only function is supposed to be to get SE IV to give it full movement untill the ship is destroyed. Maybe I'll have to go with a damage of 1 instead.
I was thinking the same thing about the shields, hull and armor, I wanted my first draft to resemble SE II as much as possible, just to see what worked and what didn't.
Shields needed a SY in SE II to be repaired. 1 shield/component repaired, so replacing the shield with the armor ability should work like I want.
Yes the movement was intentional, I just forgot to point it out. SE II systems were 9 spaces across, SE IV are 13, the math works out pretty close.
The L2 science bay is expensive to use us the starting resources. If you play with 5000 starting resources, converting 5000 minerals and radioactives into organics, you have 6000 organics to start with. Add 2000 more minerals converted to organics, gives you 6200, the cost to reaserch level two.
Spelling is not my strong point. Feel free to let me know where I messed up.
|