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July 28th, 2003, 03:27 PM
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Second Lieutenant
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Small Ships Mod discussion
Well, since I've gone and made the bloody thing, might as well provide a place for folks to discuss it -- feedback, suggestions, and so on.
Meanwhile, I'll be compiling a list of the changes I made, to post here sometime today or tomorrow.
But, one ground rule to start with ... no bringing the "TK can/cannot skip shields" discussion to this thread. Leave it where it started, please.
The mod itself is available at this link: Small Ships mod, v 1.0a, Beta 1.
[ July 28, 2003, 14:30: Message edited by: Pax ]
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July 28th, 2003, 03:33 PM
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National Security Advisor
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Re: Small Ships Mod discussion
Quote:
Originally posted by Pax:
But, one ground rule to start with ... no bringing the "TK can/cannot skip shields" discussion to this thread. Leave it where it started, please.
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Actually, this thread is a more appropriate place for it then Slick's ankle-biter thread sicne it relates directly to your mod and not his original idea.
Geoschmo
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July 28th, 2003, 04:17 PM
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Second Lieutenant
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Re: Small Ships Mod discussion
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July 28th, 2003, 05:49 PM
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Re: Small Ships Mod discussion
Great job! I will definitely find time to check this one out.
edit: I am amazed at how fast you decided on parameters and pumped this mod out.
Slick.
[ July 28, 2003, 16:50: Message edited by: Slick ]
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July 28th, 2003, 08:46 PM
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Re: Small Ships Mod discussion
Pax, IMO you need to change the description of the TKP, as its description supports my interpretation and not yours. That will eliminate the possibility of any dispute, and is not hard to do.
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July 28th, 2003, 10:58 PM
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Second Lieutenant
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Re: Small Ships Mod discussion
Quote:
Originally posted by Imperator Fyron:
Pax, IMO you need to change the description of the TKP, as its description supports my interpretation and not yours. That will eliminate the possibility of any dispute, and is not hard to do.
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I laid out an explicit ground rule int eh first post not to bring that discussion here. You disagree with me -- with an inexplicable degree of vehemence for such a minor topic -- but I believe I have already made my case with 100% success; if you choose to ignore the salient points, that is your business.
Leave that point out of this thread, please.
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July 28th, 2003, 11:03 PM
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Re: Small Ships Mod discussion
I did not bring the discussion here, I just made a suggestion for the mod. Drastic changes to the fucntionality of a weapon require changes to their description. If you were to make PPBs skip all shields, then it would make sense to update their description. A simple "bypasses shielding" in the description of the TKP would suffice.
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July 28th, 2003, 11:07 PM
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Second Lieutenant
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Re: Small Ships Mod discussion
Quote:
Originally posted by Slick:
edit: I am amazed at how fast you decided on parameters and pumped this mod out.
Slick.
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That was the easy part, actually. Pick a series of hull sizes, decide on some rules for how ECM is determined by hull, and just ... run the numbers.
Having played SFB (tabletop, not computer), and owning supplements giving the details on the navies of no less than ... oh, I'd say, a dozen races at least ... gives me a great wealth of ideas to draw on for ship classes. The "Fast ___" ships were directly "yoinked" from SFB, in fact, where there are indeed fast couriers, fast cruisers, and fast carriers. I simply swapped "cruiser" for "Frigate".
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July 29th, 2003, 06:54 AM
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Sergeant
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Re: Small Ships Mod discussion
[1] Bases (at least at level 1) don't seem to appear in the chassis choice menu.
[2] A.I. don't seem to know how to build colonizers.
Nice job with the other stuff, tho.
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July 29th, 2003, 07:30 AM
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Second Lieutenant
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Re: Small Ships Mod discussion
Quote:
Originally posted by atari_eric:
[1] Bases (at least at level 1) don't seem to appear in the chassis choice menu.
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Hrm, probably error on my part ... let me check ... aha, found it ... an editting error, the line between the end of the Spacedock entry and the start of the Outpost entry was missing; that'd do it.
Quote:
[2] A.I. don't seem to know how to build colonizers.
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Hmm, apparently the AI is set up to ONLY use coloniser hulls for colony ships. I'll just have to reintroduce the Colony Ship hull, I guess.
Quote:
Nice job with the other stuff, tho.
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Thanks.
I'll upload a corrected ZIP in just a little while ... now is as good a time as any to throw a readme together and include it in the ZIP.
[ July 29, 2003, 06:37: Message edited by: Pax ]
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