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  #61  
Old February 14th, 2005, 03:59 PM
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Default Re: Capship Mod

Erm... one more Q:

What are the Range effects of troop weapons?

You see, I'm planning to add artillery as the part of my revamping GC - but I wanted it to have a damage of for example:
0 0 0 10 10
but I do not know if it is possible. Do GC ranges count as SC ranges? In that a planet is 4x4 squares, and a damage of 5 5 would be able to target a troop two squares in front of it?
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  #62  
Old February 14th, 2005, 04:08 PM
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Default Re: Capship Mod

How about giving projectile weapons 4x damage to shields instead of making them skip all shielding? It would have a similar effect, but it wouldn't render the shields 100% useless... Surely those energy barriers would do something to slow down or deflect projectiles?

How are you planning to balance shield piercing projectiles with energy weapons?

Quote:
What are the Range effects of troop weapons?
Troop combat is really primitive. All weapons do damage listed at range 1 every round. Range and rate of fire are irrelevant. There is no distance. Both sides just line up and fire at each other until one side is dead. Make sure to balance all troop weapons with this in mind.
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  #63  
Old February 14th, 2005, 04:31 PM
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Default Re: Capship Mod

Make projectiles skip shields, torps skip normal shields and energy weaps (beams, plasma missiles, and such) skip none unless specified. Projectiles are pretty strong in the early game, but are still important later as you get access to ridiculously poweful weapons in comparison to DUCs. Energy weaps will be very strong and smaller than projectile, but will as said not skip unless specified. Torps are in between; skip noraml, do medium damage at medium size. Torps will be moderately effective later, with phased shields because they're smaller than projectile and stronger than energy.

Thnx for the info. Damn...
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  #64  
Old February 14th, 2005, 05:40 PM
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Default Re: Capship Mod

One quick way to maintain balance would be to make projectile weapons use a lot more supplies than energy weapons and make thier ROF slower. That actually seems to be fairly realistic.
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  #65  
Old February 14th, 2005, 05:45 PM
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Default Re: Capship Mod

Having a mix of good, supply sapping weapons, and not-so-good, supply-saving weapons can come in handy.

You can then have customized defense ships, slinging thousands of supplies per turn into the combat while sitting in orbit of a resupply depot.

On the other hand, your attack ships will have to use the supply-saving weapons in order to fight more than one or two big combats.
You could also have some attack ships clear a path to the enemy lines, and bring in the powerful defense ships to back them up for a single major warppoint or homeworld battle.
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  #66  
Old February 14th, 2005, 05:50 PM
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Default Re: Capship Mod

Problem with that is: I've added Large-Scale Gatling Cannons and Heavy Vulcan Autocannons that fire really fast... will do the supply thing tho, but remember: projectiles are relatively weak in comparison to energy weaps (especially anti-capship weaponry... 1K consistent damage on a range of approx. seven. OMFG) and you still have torps to take up the middle.
So the basic weapon usage layout would be:
-Early game: Projectile, perhaps early Torps, perhaps early Beams
-Middle game: Projectile, Torps, stronger Beams
-Late game: advanced Projectile, minor usage of Torps and large-scale Beam weapon deployment

Still a [censored] pity of the GC... realy wanted to add that Artillery. Oh well. Back to the drawing board then. Will have to make the Artillery space-based long-range heavy weaponry...
Damage(approx):
0 0 0 1K25 1K 1K 750 750 500 500 250 250 250
and:
0 0 0 0 0 1K5 1K5 1K25 1K25 1K25 1K 1K 1K 1K 1K
and:
0 0 0 250 250 0 0 0 0 0 2K 1K75 1K5 1K25 1K
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  #67  
Old February 14th, 2005, 07:10 PM
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Default Re: Capship Mod

Check out GritEcon mod.

http://imagemodserver.mine.nu/other/...Mods/GritEcon/

It has infantry, tanks, and artillery. Infantry do piddly damage, but have tons of hit points. Artillery do must more damage, but have piddly hit points. Tanks do less damage than artillery and have fewer hit points than infantry. You need infantry to soak up damage, but you need heavy vehicles to do any real damage.
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  #68  
Old February 14th, 2005, 11:50 PM
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Default Re: Capship Mod

Plus, build costs go up rapidly with increasing size.

You can easily throw 10,000 infantry around in multiple major planetary assaults, and throw a few thousand light tanks in to back them up, but you have to carefully hoard your couple hundred heavy tanks and save them for the important battles.
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  #69  
Old February 15th, 2005, 04:01 AM
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Default Re: Capship Mod

Thnx. Will look into it. I'll change the range of troops to 1, and do something about the costs/damage/hps.
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  #70  
Old February 15th, 2005, 08:47 PM

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Default Re: Capship Mod

Is there a downloadable version of this mod yet? At least in a beta?
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