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Old February 8th, 2001, 12:10 AM
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Puke Puke is offline
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Default Re: Pacifist / paralysing mines

quote:
Originally posted by Lerchey:
I found this line of modding interesting, since way early in the beta testing I put in a request to have "special" mines based on various tech tree weapons.

To wit, I just tried it. I creatd an allegance subverter warhead. Here are the data lines:



thats really cool. anyone know if this works? i cant try it right now, but i am anxious to know before tonight. you probably cant make a weapon that has the random event power of teleporting your ship to a random spot in the quadrant, but that would also be a cool mine ability. it would also be useful on friendly ships: "Engage the infinite probability drive!"

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Old February 8th, 2001, 12:20 AM
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Default Re: Pacifist / paralysing mines

Hrm. I'd like to see "mines" that actually attach themselves as tracking devices, but the coding for that (and balancing it) would be *nasty*.

On teleportation... is the ability "Random target movement" strategic or tactical? I've never bothered with warp weapons, but they've got that ability.

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Old February 8th, 2001, 12:26 AM

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Default Re: Pacifist / paralysing mines

I knew there had to be a good idea in there somewhere.
Thanks for creating it Lerchey, my feeble brain wasn't up to the task. If it works it would be a little too much advantage for the psychics....
We send ships, they never report back. We know there's some sort of minefield in there....we send in minesweepers and they join the enemy....hmmmm.

I believe that warp weapons random move ability only works on the tactical map (I have been known to be wrong...quite regularly in fact)
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Old February 8th, 2001, 12:53 AM

Lerchey Lerchey is offline
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Default Re: Pacifist / paralysing mines

All,

Thanks!

I knew I was overlooking something... I just didn't know what.

I'll do a more thorough test tomorrow and will let y'all know if it works. If it does, I plan to do a bunch of more interesting mines, which I'll make available.

John
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Old February 9th, 2001, 05:41 AM

Lerchey Lerchey is offline
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Default Re: Pacifist / paralysing mines

Ok. Well, I still did something wrong. I tested the mines today and instead of attempting to capture ships, they blew them up! And they had ONLY my Allegiance Converted Warheads on them. Back to the ol' drawing board.

John
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Old February 9th, 2001, 04:07 PM

Lucas Lucas is offline
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Default Re: Pacifist / paralysing mines

I looked over your codes there but I can't see anything wrong with them, not that that's saying much considering that I only got my copy of SEIV in the Last week or so...

Does anyone have any idea why the Allegiance Subverter weapon has a damage rating? For instance, here is the setting for the level 1 weapon:

Weapon Damage At Rng := 50 40 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

What is the point of that? Why "50 40 30 20 10" if it doesn't cause any damage? Why not just not "1 1 1 1 1"? Do these things sometimes fail if they are fired at long range? I thought that the WDAR rating was just because this weapon needed the setting set to something or it wouldn't have any range at all.
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Old February 9th, 2001, 04:19 PM

Lerchey Lerchey is offline
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Default Re: Pacifist / paralysing mines

The allegiance subverter has a damage rating in order to "damage" the crew, and thus subvert them. Eg, at long range, it has a value of 20kt. A crew quarters component has a value of 10kt. That gives the subverter a damned good shot at "killing" the crew of a ship with only one crew quarters component. OTOH, if a ship had 4 crew quarters, the subverter would need to convert 40kt of crew with a 20kt damage weapon, which gives the ship a much better chance of surviving the attack.

But I still don't understand why my subVersion mines did actual damage to the ship.

John
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