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Old June 13th, 2002, 07:04 PM
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thorfrog thorfrog is offline
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Default Missile and massive mods

Malfador, I think the Missile tech should be changed slightly. Instead of size 50ton, make them half of that. I've made this change in my game and it has made one hell of a difference. Suddenly smaller ship types are useful again. Made fleets of Missile Destroyers to support my Battleship/Carrier Groups.

I also change the massive tech weapons to fire every 5 turns instead of every 30. The game is suddenly more deadly.

Also, I changed the ship sizes a bit too. The Battleship class went from 800 to 900 tons, Dreadnaught class from 1000 to 1300, Baseship from 1500 to 3000, Battlestation from 1500 to 2000 & finally Starbase from 2500 to 5000.

These changes suddenly makes Battlestations and Starbases more important. Their survival rate is alot higher. The Battleship, Dreadnaught, and Baseship classes I though were too small. I think that a those ship size classes should be able to take on a multiple ship types of cruisers or smaller. I keep thinking of Star Wars.

Just some ideas.
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Old June 13th, 2002, 07:07 PM
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Default Re: Missile and massive mods

In addition I allowed the Escort class to allow one additional engine. From 6 to 7 engines. Suddely these ship classes are useful again as either recon or fast attack ships.
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Old June 13th, 2002, 11:42 PM
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Default Re: Missile and massive mods

Quote:
Originally posted by atomannj:
I also change the massive tech weapons to fire every 5 turns instead of every 30. The game is suddenly more deadly.
If you are referring to the ones found in ancient ruins, then you are giving the human player yet another advantage over the AI as (IIRC) no AI will use the massive weapons, which I believe is why they have a fire rate of 30.
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Old June 14th, 2002, 11:02 AM
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Default Re: Missile and massive mods

Quote:
Originally posted by Gandalph:
quote:
Originally posted by atomannj:
I also change the massive tech weapons to fire every 5 turns instead of every 30. The game is suddenly more deadly.
If you are referring to the ones found in ancient ruins, then you are giving the human player yet another advantage over the AI as (IIRC) no AI will use the massive weapons, which I believe is why they have a fire rate of 30.
No unmodded AI will use the massive weapons, but you can change this. If you are interested you may have a look at my QMod, where some races (Xiati weapon platform) will use the massive weapons if they get it.
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