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April 7th, 2004, 12:47 PM
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ReDesign Mod
I'm making a new mod, and I need ideas. Start posting! 
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April 7th, 2004, 07:32 PM
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Shrapnel Fanatic
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Re: ReDesign Mod
Such as FQM Deluxe?
Ashcan, feel free to make use of FQM if you would like. Just make sure to include the appropriate credits info.
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April 7th, 2004, 07:51 PM
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Colonel
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Re: ReDesign Mod
use trial and error to see what abilities can be added to entries in VehicleSize, then come up with elaborate reasons why such things would be inanate parts of a vehicle, then make a mod out of it.
See if you can add the Direct Fire ability to a base.
See if you can add the Warhead ability to a drone.
See if you can add the resource generating ability to a Fighter.
Then compose your gandeous tale to convince us that it all really makes sense.
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April 7th, 2004, 08:15 PM
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Shrapnel Fanatic
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Re: ReDesign Mod
Pretty much any ability that works on a component works as an ability of the hull. Stuff like Armor makes no sense, as it will do nothing, but that should be obvious.
You can not make a vehicle a weapon though...
[ April 07, 2004, 19:16: Message edited by: Imperator Fyron ]
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April 8th, 2004, 01:29 AM
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Corporal
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Re: ReDesign Mod
 Good luck man... You know what i like to see in mods, but till only a little number of them have shown? Planets... I like new planets... Imaginitve description...
That's just of course my opinnion but i would be delighted to see the many pics from the Image Mod actually being included in a single mod.
Adrian
[ April 07, 2004, 12:30: Message edited by: Executron ]
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April 8th, 2004, 06:57 PM
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Re: ReDesign Mod
I'm going to try to implement Turbelence Generators for sats. It would damage anything that moved in and out of the sector.
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April 8th, 2004, 11:25 PM
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Corporal
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Re: ReDesign Mod
By the way, as you are talking about abilities to be included in the vehicles hull...
I thought about "inventing" a "colony seeder" ship... What is this about?
I thought designing a very large hull (12000 kt aprox) which will not be suitable for a combat ship (90% cargo comps required, -500% to hit) but to make it more resistant I supposed I could give this hull the emissive armor ability. Will it "deflect" or absorb damage or this ability is useless if added to a hull?
I would really appreciate if someone know about this...
Besides that, I will explain the concept behind the "seeder" ship. I use to play with proportions mod where colony ships are 1800 kt and ths colonization components weight 1500 kt:as a result you put a bridge, the colony module and you have very little spece left for engines, resulting in a very slow ship. This new ship, will be able to transport lots of pop units and a large space yard component. So it can travel to very far stars (also slowly) but when it visits a system with good planets, it can construct a very simple colony ship and stock it with a pop unit and send it to colonize the new world...
I hope you like this idea to include in your mod. This concept came to my mind after reading "Extraterrestrial Civilizations" by Isaac Asimov, It is a little outdated (1970s) but it is an excellent and very informative reading about the probable (or not) existence of other civilization in our galaxy.
Greetings to all!
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April 9th, 2004, 03:06 PM
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Re: ReDesign Mod
Good idea! However, I think i'll make it into a Planetship. Those two would be about 50% cargo, and have hull ability to release units. It would be veeeeeeeery slow, like 1 unit per turn, but there would be facility components for it. It would basicly be a floating refittable planet, that would be veeeeeeerry useful in battle. It would have a mount specially for it that shrinks components by a factor of 10, so that you can have components without the evil MegaTon thingie:P Weapons would be normal size though. The size of it would be 10,000KT, and have special components for it.
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April 9th, 2004, 04:55 PM
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Corporal
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Re: ReDesign Mod
This is a good idea too! It will be the "combat support Version" of the design. In order to better know your idea, can you tell me about what combat role you think to give this "mobile refillable planet"? Very interesting to give the hull a unit launch ability!
Would you use it to replenish fighter squadrons from the combat carrier fleets for example?
The idea of my "seeder free colony" is not combat, but expand one races colonies, because of that the 90% or so cargo comps requirement.
As you see idea exchanging may enrich the way all us can play SE4!
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April 9th, 2004, 05:05 PM
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General
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Re: ReDesign Mod
Unfortunately, population in cargo cannot reproduce (they are in cold storage I guess  ) and they lack many other features of colonies... but you could put a built-in space yard ability on the hull to simulate the workers' productivity... unfortunately that wouldn't be affected by population in cargo or morale... 
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