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February 22nd, 2003, 06:56 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: AI CAMPAIGN ; Released
Also, the Basic lifesupport component claims "not built to withstand battle damage" and has only 1 hitpoint.
That will almost ensure that the lifesupport is the LAST component destroyed. If it had an armor ability, it would be the first to go, though.
The 20% defense penalty forever seems a pretty harsh effect for just going cheap on the lifesupport.
I'd reccommend having something like +50% defense on lifesupport (with -50% on all hulls to cancel it out).
The ship would operate normally until it gets hit, and loses its ability to dodge when the crew all die from lack of the support systems.
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February 22nd, 2003, 07:04 PM
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Lieutenant Colonel
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Re: AI CAMPAIGN ; Released
[quote]Originally posted by Suicide Junkie:
[QB]
Quote:
Your supply storage bays are a little odd (just like unmodded SE4, in fact). They are twice the size of an engine, yet hold only 20% more supplies.
My engineers need a smack upside the head if they can't figure out that they could just cut off the thruster part of an engine, and fit two or three in the space of one supply tank.
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Yes, I agree with you here
Looks like a good change for the next Version.
~~~
PPS:
For the "Small Arms I" troop weapons, the description says "+5 to hit", while the ability says +10. Design Type "Armored Vehical" should be "Vehicle".
~Thanks I will fix that typo 
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February 22nd, 2003, 07:12 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
It also seems like a lot of your weapons
(including DUC and defense cannons) have the to-hit notes in the small-font description instead of the bullet-point Ability descriptions.
Merely an interface issue, but I think it would be nice to have it listed as an ability in bright white text.
Small transport ability says "Size and lack of agility result in a 50% to hit modifier"
It dosen't mention whether that is positive, or negative, and dosen't say whether it affects offense or defense or both.
[ February 22, 2003, 17:20: Message edited by: Suicide Junkie ]
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February 22nd, 2003, 07:18 PM
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Re: AI CAMPAIGN ; Released
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February 22nd, 2003, 07:26 PM
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Shrapnel Fanatic
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Re: AI CAMPAIGN ; Released
I do agree that non-combatant ships should have a large negative combat modifier, but I just don't think the lifesupport should make any difference in combat ability (until its destroyed, at least)
Does the civilian grade lifesupport system fail to pump stimulant drugs into the air when the ship goes to battlestations or something? 
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February 22nd, 2003, 07:32 PM
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Re: AI CAMPAIGN ; Released
Regarding description and other text spelling, grammar even content and possible lack there of has to be looked at still.
My first goal was get the package to work, test it as extensive as possible and then release it… To correct all the text needed prior to releasing this first Version would of required another month of testing to check for any inadvertent collateral data change.
I must say the Last few weeks, I have had a strong desire to release it even with the Tactical Fighter Mod still in beta.
[ February 22, 2003, 17:32: Message edited by: JLS ]
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February 22nd, 2003, 07:37 PM
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Re: AI CAMPAIGN ; Released
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