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May 17th, 2001, 01:36 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Devnullmod
1...8...0...0...3..3..8..6..8..5..5!
*oh hold*
*answering machine*
Hi, I just wanted to call back and say everythings fine. If the ablative armor is weakened, you may consider merging two components to get 2kT, 24hitpoint segments, so the repair situation isn't quite so bad.
On the other hand, if you still see the armor as too tough, leave 'em 1kT each.
Keep on moddin'
*click*
__________________
Things you want:
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May 18th, 2001, 07:08 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: Devnullmod
Good news! I just heard back from the TDM-ModPack guys and they approved my mods for their races (with a few understandable caveats). So I'll be making up another update soon with the TDM-ModPack races included. Woo hoo! =)
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May 18th, 2001, 07:14 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Devnullmod
Cool!
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May 19th, 2001, 01:40 AM
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Private
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Join Date: Dec 2000
Location: Hawthorne FL. USA
Posts: 27
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Re: Devnullmod
Thank you and the ModPack guys VERY much
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May 19th, 2001, 09:00 AM
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Sergeant
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Join Date: Mar 2001
Posts: 249
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Re: Devnullmod
Have you thought about modding the resource extraction facilities to store resources? The idea came up in a thread a few months ago. The suggestion was to allow extraction faciltiies, resupply depots, space ports, and space yards store resources. I've tried that in the Last few games I've played and it seems to help out the AI quite a bit. They don't run out of stored resources anywhere near as fast as they used which comes in handy when they run into upgrade cycles for their facilities.
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May 20th, 2001, 06:13 PM
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Private
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Join Date: May 2001
Posts: 8
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Re: Devnullmod
What's the disadvantage of External Mt Missiles? They're quite powerful that small and not very expensive to research.
I don't know how armour actually works, but how about making the external missiles armour (hit first since they're OUTSIDE) and give them a negative damage resistance. I don't know if latter would work but it would simulate the explosion if the NUCLEAR WARHEADS would be hit.
Just my 2 cents, great Mod.
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May 20th, 2001, 06:23 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Devnullmod
I think external missiles have a reload rate of 30. This means they can only fire one time per combat.
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May 21st, 2001, 07:25 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: Devnullmod
Glad you like the mod.
The disadvantage of ext mt missiles is that they can only fire once in a combat. Once they shoot, they're gone...and you're out of weapons (if that's all you armed with).
As for making them armor (along with other things as armor), I tried this for a while, but it turns out that this really screws up the AI designs. What happens is that it considers these things as "armor" when it designs ships and so you end up with designs that have no actual armor, but lots of wierd components like ext mt missiles or other things that weren't meant to be used like that. So I made them non-armor again and the AI is again designing good ships.
I actually really like that idea of resource storage combined with resource generation. I'll have to test it a bit and see how it works out balance wise. Maybe you'll see it in the next Version of my mod. Thanks for the idea!
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How's my Programming? Call 1-800-DEV-NULL
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May 21st, 2001, 07:06 PM
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Sergeant
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Join Date: Aug 2000
Location: Greenville, SC
Posts: 377
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Re: Devnullmod
If you are playing against the computer and always resolve combat tactically, try this weapon systems out.
1st - Design a Small Satellite that is simply the computer plus 7 external mount missiles.
2nd - Load Each ship with at least a sat launcher and some cargo. Each pair (launcher plus cargo) costs 50 kT and can hold 2 sats and launch 1 a turn.
In combat, fly at the enemy and then discharge a satellite every turn. The end result is that in the space ot would take to launch 5 ext. mt. missiles you can now launch 14 missiles (7 missiles for two turns). Also, you can make up other POD type satellites. Make a few "Planet Buster" sats for extra help glassing worlds, or whatever. The only real drawback is the lack of movement of the pods. That is why one shot only weapons work good. You can launch the sat and then attack w/ it all in 1 turn.
Also, if you have to retreat for repairs, just drop off the POD satellites on a warppoint to hold the line while the fleet pulls back.
BTW another drawback w/ ext mt. missiles is the cost. A major planet w/ a shipyard can only make one of those PODs a turn while it mike make 6 or so of my regular satellites.
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May 30th, 2001, 06:18 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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Re: Devnullmod
Sorry to be taking so long on the next patch, but my life has taken another 90 degree turn as I got promoted at work and our project was released and now we're suddenly busy again, so my gaming/modding time is about nil =) Anyway, at some point, I will continue modding. The good news, by the next time I put out a mod, it will be compatible with the next SE4 patch (which should be out) =)
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How's my Programming? Call 1-800-DEV-NULL
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