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  #61  
Old February 19th, 2004, 07:25 AM
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Default Re: New SJ mod

Mod update:
I've got base stats for the weapons, now.
Some nice pictures, animations, and even sounds!

Note:
Will add some fighter stuff next.
Once the Last patch is out, more of the ship weapons will be able to target fighters... beam weapons, mainly.
At the moment, only light missiles target fighters.
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  #62  
Old February 19th, 2004, 11:05 AM
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Default Re: New SJ mod

hi SJ,

Just had a quick snoop through the vehiclesize.txt on your new mod, and I have a few suggestions:

You are curretnly using the troopinfantry pic for both you light and heavy infantry. I suggest using Troopinfantry for light and eliteinfantry for heavy. There is a generic for eliteinfantry available in the proportional response pack.

Some shipsets are now coming out with minesmall/minemedium/minelarge, satellitesmall/satellitemedium/satellitelarge pics. You can use these without any shipsets resorting to generics whatsoever. Just change the appropriate lines to:

Primary bitmap: minesmall.bmp
secondary bitmap: mine.bmp

Primary bitmap: minemedium.bmp
secondary bitmap: mine.bmp

Primary bitmap: minelarge.bmp
secondary bitmap: mine.bmp

For traditional shipsets with only one mine image, that image will still serve all three sizes as before. However newer shipsets which include one or two extra mine images will use them.

Same for satellites, obviously, and drones as well if you feel like it.
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  #63  
Old February 19th, 2004, 05:24 PM
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Default Re: New SJ mod

Thanks.
I was using this table (http://www.sandman43.fsnet.co.uk/neostand.htm) to pull imagenames from, I suppose it is out of date now.
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  #64  
Old February 19th, 2004, 05:42 PM
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Default Re: New SJ mod

no, it's not out of date at all, it's just that there are a few more semi-standard image sizes out there as well.
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  #65  
Old February 19th, 2004, 05:57 PM
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Default Re: New SJ mod

Is there an easy place to find those yet?
A link, or perhaps a second table of images would be handy.
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  #66  
Old February 19th, 2004, 10:26 PM
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Default Re: New SJ mod

http://imagemodserver.mine.nu/tempstuff/SJmod.zip

Now with basic weapons set up.

I still have to set up many of the component prices, and I'll be making a second pass over the supply usage to tweak the rapid-firing weapons downwards a bit.
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  #67  
Old February 20th, 2004, 10:47 AM
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Default Re: New SJ mod

Take a look here - if it appears broken, hit "refresh". It should work.

This is Mlmbd's neostandard++ imagelist. There are maybe 3 or 4 shipsets that include all of these, and numerous shipsets that include a select few of them. In addition, you have the Starlinerlarge image as used by Proportions mod, and at least a dozen of cargostations, cutters, light & heavy frigates, destroyers, mercships and stuff introduced by the adamant mod. These aren't particularly well supported by shipsets at the moment, but numbers are gradually growing. Finally there's the juggernaught image, which- oddly- isn't used in any mod that I'm aware of (although that doesn't mean much- I don't really keep up to date with the mod scene) but appears in a whole stack of Atrocities' shipsets and (I think) one or two others. I'd love to know where this originated.

So far I have resisted trying to nail all these down into any sort of new table or list, because frankly, I have too many other things to do, but it looks like maybe some kind of central reference would be valuable. Maybe this weekend, if I get time.

[ February 20, 2004, 08:48: Message edited by: dogscoff ]
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  #68  
Old February 20th, 2004, 07:48 PM
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Default Re: New SJ mod

Mounts for making component costs a square progression! SJ, you're a genius! The best I could do was give the hulls really huge up-front costs

Now for the maintenance costs going up at a slower rate, are you going to have various Bridge components which can only be mounted on specific ship sizes? (e.g. Escort Bridge gives some amount to maintenance reduction, Frigate Bridge gives a bit more, etc.)

Oh, and is that a typo in the armor tonnages? 30 - 65 HP/kT is a LOT, even compared to Adamant light armor!
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  #69  
Old February 20th, 2004, 08:48 PM
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Default Re: New SJ mod

Maintenance reduction is built into the hulls themselves, and can't be disabled by damage.
In fact, the scouts have +1000 or so maintenance, since their component costs are so low.

The armor is leaky, and though the average ship has about 10hp/kt, they will be disabled long before they are destroyed.
Still, its is designed to be a slow combat model, and the number of rounds has been increased to 90.

Kalashnikov's frigate managed to survive in the tactical combat with 50% damage to all systems...
It was ready to collapse at any moment, though, as most of its systems were down to the Last backups.

[ February 20, 2004, 21:00: Message edited by: Suicide Junkie ]
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  #70  
Old February 23rd, 2004, 06:12 AM
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Default Re: New SJ mod

http://imagemodserver.mine.nu/tempstuff/sjmod.zip

Another update.
Troop stuff is mostly in, I still need to tweak the sizes and the descriptions a bit... I'll probably make it use some mounts to clean it up a bit.

Also adjusted planetary stats.
Hoo-boy.
A medium sized homeworld, packed to the ionosphere with tanks and infantry...
1.3 million hitpoints!
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