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Old October 13th, 2002, 01:59 AM
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Erax Erax is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

My playtest game has progressed to the point where I could actually invade a planet, and I've discovered that the stuff I've posted has a few bugs.

The Assault Shuttle hull had a 0 crew quarters requirement, but this had some weird effects: the ship can be built with no CQ, but moves at 1/2 speed (I guess the code that gives ships penalties for battle damage is doing this). If you do give this Shuttle hull a CQ, then it moves faster than it's supposed to.

This means we're back to a 1 minimum CQ requirement for the Assault Shuttle, which in turn means I have to design a 10-kt 'passenger quarters' component so the Shuttle can actually be used to carry something. It could also be a 20-kt 'shuttle cargo bay' that acts as crew quarters too but is less efficient than standard cargo bays, so you'd use them only in small hulls... hmmm... I'll think about it and post the whole cargo thing later.

The other bug is with the troop weapons - I gave infantry weapons 0kt of structure (they're supposed to be weapons, not armor), but when I invaded a planet with 50 Naval Troopers armed with bLaster pistols I got a 'division by zero' error which locked the game. I guess troops can't have a structure of 0 - how obvious.

Here are the corrected values for troop weapon structure :

BLaster Pistol - 1kt
BLaster Rifle - 1kt
Light Repeating BLaster - 1kt
Heavy Repeating bLaster - 2kt
Light BLaster Cannon - 3kt
Heavy BLaster Cannon - 6kt
Dual Light BLaster Cannon - 6kt
Dual Heavy BLaster Cannon - 12kt

I'll let you know if any other bugs come up.
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