Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I prefer not to change any tech maximun.
Fighter tech goes up to level 5 in standard SE4 though only the first 3 give you fighters, level 4 is required for small-q-engines and level 5 gives heavy carriers.
We don't necessarily need to keep the 5 levels of missiles and 5 levels of torps I had made up. The number SW seeker levels can be changed if needed.
What about this:
Torpedo weapons give Proton Torps
Missile weapons (+ physics 1?) give Concussion Missiles
Devastator Torps could be highest torpedo weapons levels or perhaps a torp-missiles crossover.
Flame carpet can have a planetary weapons requirement, and of course fighter weapons have a smaller weapons requirement.
Edit:
I agree with your Last post Erax I had originally modeled nuclear warheads after missile weapons. Proton Torps 1-5 like CSMs and Concussion Missiles 3-7 like plasma mis. I had only added 3 extra levels to add devastator torpedoes and flame carpet warheads. Maybe we should add some extra requirements to those ones and keep torps and missiles in missile weapons.
[ May 27, 2003, 17:07: Message edited by: Andres ]
|