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Old July 29th, 2003, 06:38 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

I worked up a Combat Apothecary unit. This makes me want to expand the Biology tech to include super-soldier genetic engineering type stuff. Has anyone done this before? Is there much point in diversifying the options available to ground units?

The Combat Apothecary goes from 1-3, scaling by cost, size, and bonuses.

Name := Combat Apothecary III
Description := Field unit dispenses stimpacks and psychotropic drugs to combat troops.
Pic Num := 271
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 40
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Troop
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 7100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Troops
Tech Level Req 1 := 3
Tech Area Req 2 := Experimental Psychology
Tech Level Req 2 := 3
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Frenzy gives a 20% attack bonus to stack.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Minus
Ability 3 Descr := Recklessness causes a -20% defense penalty to stack.
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Weapon Type := None
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