A patch is never enough...
Yep, the latest patch is definitely great, but whenever ya give me stuff it only makes me think of ideas for even better stuff! So here goes...
The [%ShieldPointsGenerated] was a good idea - it will help clear up nasty bugs caused by accidental typos where it says 40 shield points but really generates 60. Why not implement things like [%CombatModifier] or just a generic [%EffectAmount] as well?
Comma separated list of weapon types (direct, seeking, etc.) for mounts would be nice
I created a ship in an QNP mod (mine, actually, that I was testing)that was almost entirely filled with engines... it showed up as having 20 or so movement in the design window, but when I ran it in a combat simulation it only had 3! Is this some kind of overflow error?
Good thinking - a component with 0 damage resistance still takes a hit to be damaged - it's not perpetually destroyed, and the ship is not made invincible (it's never hit, since bigger/tougher (I forget which it is) components are hit more it might seem logical to assume that components with 0 HP are hit never!)
Weird... my homeworld shows up as Ft and St (fleet/ship training facilities available) even though it has no such facilities! nope that's only in my mod... weird...
Damage Percent and other weapon-based fields should be optional in CompEnhancement, since shield-specific fields are optional for weapons...
Still this is one of the best patches yet! I especially like when new features are added, and this one had 2 big ones - mount enhancements (weird, enhancing something that was itself added in a patch - yes, when you installed SE4 from the original CD it had no mounts! that was added in the 1st patch if you don't remember!) and enhancements to the system display (fleet training facilities, etc. show up on planets)!
__________________
The Ed draws near! What dost thou deaux?
|