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  #1  
Old August 12th, 2003, 09:46 PM

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Default Re: Bio-Psych Mod v1.16

Quote:
Originally posted by KnidVermicious:
Does the same problem come up with ships?
The problem here comes from the way the components on separate Troops in a stack work, so ships would be affected in much the way you'd imagine.
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  #2  
Old August 12th, 2003, 10:37 PM
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Default Re: Bio-Psych Mod v1.16

Could you please not change the name of the mod folder in future Versions? It would be best to leave it as "Bio-Psych Mod", to make it easy to install updates and not have tons of redundant folders...
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Old August 13th, 2003, 03:14 PM

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Default Re: Bio-Psych Mod v1.16

Tested the command troops. The evidence seems to point that positive and negatives stack/don't replace each other.

I ran several tests:

*A baseline that used 10 'null' commands that just matched the damage resistance, but had no abilities

*One using 10 Assault Command (+40attack/-40defense) which yielded more casualties on both sides

*One using 10 Infiltration Command (-40attack/+40defense) which yielded fewer casualties on both sides

*One using 5 Assault/5 Infiltration (theoretically cancelling each other out) which yielded the same results as the 'null' test.

Conclusion: The bonuses add together, and don't replace. Excellent!
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Old August 13th, 2003, 03:22 PM

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Default Re: Bio-Psych Mod v1.16

Running the tests in the Simulator I ran into some interesting sights:

*I thought that the first troop loaded was the first one damaged. I ran the tests with the special troops on the defender side, and the first "loaded" appears on the left-most slot, while militia appear on the right-most.

*In the 'null' test, the nulls (second slot) were never damaged.

*In the 'assault' and 'infiltration' tests, the commands always took damage at the same time as the other units (slot 1). The other units were smaller, does that make a difference?

*In the 'mixed' test, the command in slot 2 always took damage, but the command in slot 3 never did.

*In another test I ran but didn't write down, I used the abomination (-50/-50 but +50to hit to its own big damage weapon) I lost units in slot 1, the aboms in slot 2, and Militia, too! And these happened before slot 1 or 2 was completely destroyed.

So how are the hits in ground combat allocated? Just from my brief observations, I can't figure out a pattern.
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Old August 13th, 2003, 03:35 PM

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Default Re: Bio-Psych Mod v1.16

Oh yeah, I realized Last night that v1.01 that I posted didn't have the Abomination and Siege Fortification fixed (they're still 30kt) because...well because I'm an idiot.

So here is the *correct* v1.01

Text1060781490.txt

Zip1060781610.zip
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  #6  
Old August 13th, 2003, 03:40 PM
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Default Re: Bio-Psych Mod v1.16

I noticed the current Version of the bio-psych mod doesn't have any of the facilities that were in the pre-1.0 Version. Is this a mistake?
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Old August 13th, 2003, 04:41 PM

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Default Re: Bio-Psych Mod v1.16

No, it was intentional. I'm still figuring them out. Plus I don't have any images for them, yet.

After all this bonus stacking talk, I wonder: If a facility has a +40 bonus X/-40 penalty Y and then you have another facility tha has a +10 bonus Y do you end up with +40X/+10Y or +40X/-30Y? I assume it is the latter, which sucks.

On the other hand Secret Police HQ (big bonus to Intel, big penalties to all other resource production) might still work. You would still have to use up a slot to counteract the penalties. And, I suppose it is unlikely you would use one except on a very Intel oriented planet anyway.

*Propaganda Center should work fine. Small bonus to all production that wouldn't stack with any others. It has very limited use, though. You'd only need it for a planet with many different resource generators, which I assume would be rare.

*I still want an Xeno Profiling Center to give a system wide combat bonus, but I don't want to steal the Traits thunder and lessen the impact of things like Shrines and Events Predictor. Hmmm...maybe if the Propaganda Center was system wide it might be more useful

*I was also thinking about making cheaper Intel projects like seeing opponents tech, designs, and dispositions. Some kind of tech area that allows you to do Psych profiles of your enemies to determine how they will act. EDIT: Now that I think about it, Force Concentrations is the only Intel project that makes sense from a psych profile standpoint.

Any ideas are welcome

[ August 13, 2003, 16:01: Message edited by: KnidVermicious ]
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