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Old May 24th, 2002, 06:03 PM

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Default Re: My own mod thread !! PDFMod !! (design stage)

Thx to all for the feedback . Looks like I've to think and test somewhat more

Geoschmo, I knew about the Proportions'armor implementation, but I just don't want that... I know Emissive is a nasty beast but I'll stick to the idea, perhaps I'll put this later though.

As for "Direct fire" mines I'll do some tests. Noone have any hindsight on the "less cloaked" mine effects ?

I plan to have the Civilian/Corporate/Corsair types done by just using Bridges comps, as in B5.
It's not a big problem if AIs don't use them.

As for the engines I suppose that the design additions for QNP will allow AI to manage them properly, and else again my "High powered engines" will not be indispensable to AI designs.

Some other ideas also :
- Hulls should come in Early/Standard/Advanced flavor. Early will be available 1 tech level earlier but have less space and some penalties, reverse for Advanced...
- I'd like the "miniaturization" idea also, but would want them to be available only at higher tech than the standard ones, as in MOO (decrease in size was automatic according to tech level). Don't know how to make that easily too ... Comp enhancement aren't tech dependent, and multiplication of comps is not an easy path

Lastly questions :
* Can fighters group size be limited by the Settings.txt entry, or is it just a default group size ? In the first case the problem with "grouped attack" on emissive armor will be fixed!
* If I put multiplier facility, PvK told (in Propotions thread) that only the highest one at planet and system level are used, and they don't all stack... Is that confirmed ?

BTW, I just managed to have some nice weapons and comps Excel tables by allowing exports in settings.txt, didn't know that until today and was ready to ask if someone had them !
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