
May 2nd, 2003, 02:47 AM
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Corporal
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Join Date: Apr 2003
Posts: 78
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Re: Devnull Mod Gold: updates and discussion
Quote:
Originally posted by Rollo:
I haven't tried this myself, but others did and reported that negative values for combat move don't work.
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Well, the description of the Converter does say that it 'decreases maneuverability'...so how about:
1) Only have three levels of Hyperspace Converters (get level 1 when you research Jacketed-Photon Engine III)
2) Hyp-Converter I reduces defense by 40%
>> Hyp-Converter II reduces defense by 60%
>> Hyp-Converter III reduces defense by 80%
3) Scratch the '-1 movement in combat' idea...if it doesn't work, no use using it.
So, is this doable?
(Or am I pressuring too much? )
Quote:
Originally posted by oleg:
Unfortunately, it will not work, Dinocat. I tried to make a "repulsion" system - Nova star, exploding and pushing ships away ... cool idea, right ?... but it does not work . If only MM sacrifice some memory requirements and use real numbers throught
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Exploding stars to move ships? That wasn't my idea, I'm not following you
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Also, on a completely unrelated topic...why is Emergency Propulsion available for bases? I've tried using one on a base, but it gains no movement at all - imagine building 20 starbases with emergency propulsion on them, to build a sphereworld - then being unable to move any of them from the planet that built them 
[ May 03, 2003, 21:25: Message edited by: Dingocat85 ]
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Do it, or I'll do something mean & unexpected.
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