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  #1  
Old February 10th, 2005, 03:43 PM
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Default Capship Mod

I've been working on the Capship Mod for some time now... Thanks to Ed Kolis and PvK for giving me early advice to improve the basic template... it's grown FAR FAR FAR beyond what it originally was. Version 0.80 is ready. Test it and tell me what you think.

edit: Renamed the thread to reflect the new subject better.

edit2: Renamed the thread again, back to its old name.
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File Type: zip 330909-Capship Mod.zip (1.74 MB, 337 views)
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Old February 10th, 2005, 03:54 PM
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Default Re: Capship Mod

Um, details on what it does would be nice
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Old February 10th, 2005, 03:58 PM
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Default Re: Capship Mod

Oops, sorry, forgot...

Capship (short for Capital (War)Ship) is made to approach SW/Farscape tpye ship proportions. In Farscape, Scarran Dreadnoughts and Peacekeeper Command Carriers... oh what the heck. ModInfo.txt excerpt:

"This mod was designed to approach SW and Farscape in ship scales. The SW Death Stars were massive baseships brimming with weaponry, virtually impossible to destroy. In Farscape, Scarran Dreadnoughts and Peacekeeper Command Carriers appear to be hundreds of kilometres (or miles) long. This mod copies those examples somewhat, as ships in this mod reach up to over 20MT in size. These ships are also immensely expensive, and take hundreds of turns to build. There are also smaller ships, which are also strategically important. A combined-arms campaign is necessary if you want to attain victory here. The massive warships are tough juggernaughts, obliterating enemies easily, but the smaller craft are also important. If you lose one of your massive warships, it'll take over a hundred turns for you to build another one. If you lose a smaller ship, it'll be replaced in not more than five turns."

This about sums it up.
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Old February 12th, 2005, 01:28 PM
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Default Re: Capship Mod

Thankyou... it looks very promising I'm sure to use some aspects of it...
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Old February 13th, 2005, 02:44 PM
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Default Re: Capship Mod

Is it true that "leaky armor" is simply an armored comp without the Armor ability? And how do you make leaky shields?
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Old February 13th, 2005, 03:28 PM
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Default Re: Capship Mod

Leaky armor is just components with no armor ability, but very high hitpoints per kt size.
They push your ship's hitpoints way up, and by details of the way damage is applied, the high hitpoint components will tend to absorb more than their expected % of the damage.
Size of the component does not matter when picking which component to destroy, only hitpoint total.

The damage is applied via a "hitpoint lottery", where each component gets a ticket for each of its hitpoints, and one is picked randomly.
However, due to the process of absorbing damage, and then picking new targets for any leftover damage points, components with large hitpoint counts will absorb more than their fair share of damage.
five 10-hp crew quarters, for each 50-hp armor. There is an even chance that CQ or armor will be hit first, however, IF the armor is picked, it absorbs 5x more damage than the CQ would have. If a CQ is hit, it only absorbs 10 damage, and the rest gets another chance to be absorbed by the armor.

---

Leaky shields use the shields-from-damage ability, just like crystalline armor.
For normal damage weapons, the first hit will knock down the shields. The second hit will do hull damage, and recharge the shields. Third hit is blocked, fourth does damage, and so on.
On average, when your ship has more than enough generators, the shields block 50% of the damage.

If you are short on generators or they suffer damage, then you'll hit a point where the SFD ability total is less than the damage per hit. When this happens, they will only block that ability amount per shot, instead of the full 50%.

If the weapon deals different damage types, you will get different absorption %:
quarter to shields: 80%
half to shields: 67%
normal: 50%
double to shields: 33%
quad to shields: 20%
any-skipping, any-only, etc: 0%


-----

Ability descriptions only reserve enough space for one line.
You will need to shorten the description, or break it up over multiple ability descriptions.
You can use the "Star - Unstable" ability to make extra ability tags, since that ability has no actual in-game effect. Add it multiple times if you like.

Also beware that your component's description / name dosen't get to be taller than the component picture, or it will eat into your space as well.

There is leeway of about one line worth of text, depending on font size, for the whole window.
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Old February 16th, 2005, 05:03 PM
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Default Re: Capship Mod

Problem is... I'm not that patient to go sit 'round a singleplayer game checking minor AI tweaks if the entire AI eventually needs to be completely torn asunder and reconstituted... the research file at least.
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Old February 10th, 2005, 04:04 PM
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Default Re: Capship Mod

Also added racial crossover tech facilities, anti-capship weaponry, planetary batteries (small WPs made specifically for certain types of comps), planetary storage units (WPs fully filled with a large cargo storage warehouse. It's very expensive, and the thing itself is also big. It's mainly intended for use on large/huge worlds to increase cargo storage for, say, WPs, mines or fighters if it's a border colony, troops/drones/sats for storage compounds, etc.), advanced stellar manipulation, "semi-dead-end tech areas" (expensive little buggers that take looong to complete but provide you with interesting new tech), specialized Ship Sizes (a second line of Destroyers has built-in scanners, a second line of Frigates are fast strike craft, the Hunter Assault Craft is a small very fast strike ship, etc. I'm planning to add more.), and more I can't really think of anymore right now.
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Old February 12th, 2005, 01:31 PM
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Default Re: Capship Mod

[approx. diameter of eyes: 10 cm, approx. diameter of pupils: 20 angstrom] EEP..... the engines! The engines! [faints]
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Old February 12th, 2005, 01:34 PM
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Default Re: Capship Mod

Are you referring to my mod? If so, the engines and control components use scale mounts.
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