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July 29th, 2003, 10:09 PM
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Corporal
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Re: Psychology mods? Increasing the role of troops?
Another option: Make anti-planet weapons (napalm, etc.) reload time of 30. That way they get a big hit in, but can't stick around and keep pounding.
What do you think?
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July 29th, 2003, 10:12 PM
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Shrapnel Fanatic
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Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by Phoenix-D:
Right, but they still won't fire except at range 20. Hmm. The "damage at range 21" thing..does that work if the -actual- range is shorter than 20? Like, say..
100 100 100 50 25 12 6 3 2 1 0 0 0 0 0 0 0 0 0 0 1
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No idea. You could go test it and report back the results.
What I think happens is that the weapon can fire at any range that it has a non-zero value. If you give it 0 0 10 10 0 0 it will not be able to fire at range 1 or 2, but can fire at ranges 3 and 4.
[ July 29, 2003, 21:13: Message edited by: Imperator Fyron ]
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July 29th, 2003, 10:59 PM
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Corporal
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Re: Psychology mods? Increasing the role of troops?
Question: Weapons that affect only components (shields only,weapons only, etc.). Do they still damage units? I know they don't damage the components in a unit per se, but does the unit take damage overall? Do these weapons then damage facilities?
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July 30th, 2003, 12:11 PM
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Lieutenant General
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Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by KnidVermicious:
Question: If sattelite's had fast, long range missiles would that counteract the disadvantages of putting them on a planet (ie they will probably end up on the wrong side)
What is the max speed you can put on a missile?
Loser, I think you forgot the answer to "Can a ship ram a planet?" in your post.
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I think satellite mounts with longer range and to-hit bonuses is a better solutuion.
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July 30th, 2003, 12:14 PM
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Lieutenant General
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Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by KnidVermicious:
Ok, thanks for the tips.
Any suggestions on how to create a balance between weapon platforms and normal weapons not being able to target them? I want them to still be able to defend the planet, but make be only one tool. I want layered defense of fighters, sats, mines, and weapon platforms. I see the attackers using dedicated anti-planet ships, fighter bombers, and assault troop landers.
I'd consider removing WP's entirely or making them only PD, but then the dedicated anti-planet ships can waltz in untouched (except for mines, defending fighters and sats, I guess). Would making all planetary assault weapons seekers work? This would add a new level to the Seeker/PD race, I suppose.
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Proportions mod have very tough planet defences. Go and try to take over Proportion' Homeworlds 
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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July 31st, 2003, 03:48 PM
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Corporal
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Re: Psychology mods? Increasing the role of troops?
I finished some test components for the Psychology mod and tried them in a game. All of my techs showed up. Some of my ship comps showed, some didn't. My fighter comp showed.None of my troop comps showed. None of my facilities showed.
What did I do wrong?
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July 31st, 2003, 04:59 PM
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Shrapnel Fanatic
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Re: Psychology mods? Increasing the role of troops?
Probably you've got a double-blank line in your text file.
Make sure you've only got exactly one blank line between components/facilities/etc
The other possibility is you've just got "Show only latest" on, and haven't changed the component families to unique values.
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