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  #1  
Old November 12th, 2003, 06:21 AM
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Default Re: Sweet Mod 2.1

Just looking at the data files...

What's the use of the Armor Plating component when there's a mount that does the same thing? (Or vice versa )

The Solar Sail is WAY too powerful, especially with the QNP... a 20kT component that gives you two to six *bonus* movement??? On larger ships it would take hundreds of kT of engines to get that much movement!

I see you used my "planet type natives" from the Colony Tech Mod... but you seem to have left out the 500kT Ark Ship (tech level 3 of ship construction) , a larger Version of the Colony Ship designed to carry the non-native modules or serve as a colony ship with extra space for components.

The 50% maintenance reduction on bases is missing its description...

Weapons with a modifier to hit really ought to have some sort of fake ability or something in their description saying so, especially since you tweaked the PD to-hit chances
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Old November 12th, 2003, 01:20 PM
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Default Re: Sweet Mod 2.1

Glancing at the comp enhancement file I noticed that none of the shield mounts actually have any effect on the amount of shielding produced.

Am I missing something here?
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Old November 12th, 2003, 01:59 PM

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Default Re: Sweet Mod 2.1

Quote:
The Solar Sail is WAY too powerful, especially with the QNP... a 20kT component that gives you two to six *bonus* movement??? On larger ships it would take hundreds of kT of engines to get that much movement!
Agreed. Will cut that in half

Quote:
What's the use of the Armor Plating component when there's a mount that does the same thing? (Or vice versa )
The plating component is out of lazyness to fill in extra slots for normal armor... The mount needs to be researched and works on all armor.... But I see your point....
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Old November 13th, 2003, 02:03 AM

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Default Re: Sweet Mod 2.1

Quote:
I see you used my "planet type natives" from the Colony Tech Mod... but you seem to have left out the 500kT Ark Ship (tech level 3 of ship construction) , a larger Version of the Colony Ship designed to carry the non-native modules or serve as a colony ship with extra space for components.
Yea I did. Do you think it would be a good fit to the game ???

Quote:
The 50% maintenance reduction on bases is missing its description...
Added


Quote:
Weapons with a modifier to hit really ought to have some sort of fake ability or something in their description saying so, especially since you tweaked the PD to-hit chances
Good Idea Ed. I will add that for 2.0.1

Quote:
Glancing at the comp enhancement file I noticed that none of the shield mounts actually have any effect on the amount of shielding produced.
Nod i will look into that
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  #5  
Old November 13th, 2003, 02:49 AM
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Default Re: Sweet Mod 2.1

Quote:
Originally posted by tesco samoa:
Yea I did. Do you think it would be a good fit to the game ???
If you mean the specialized colony techs, don't ask me, I came up with the idea and I can't give you a fair and unbiased opinion! If you mean the ark ships, I guess they really aren't necessary since by the time you get a second colony tech you'll probably have cruisers anyway... but still, it's nice to have all your colony ships LOOK like colony ships, it's hard enough managing them already in a large empire

edit: oh yeah... since emissive ability doesn't work for units, the Small Emissive Armor is useless - it has less HP/kT than regular armor and costs more, too!

[ November 13, 2003, 00:52: Message edited by: Ed Kolis ]
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Old November 15th, 2003, 06:14 PM

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Default Re: Sweet Mod 2.1

Ed. All Maintence is at 10% as per SJ's Maintence system in P&N. SJ can explain it...

2.0.1 Changes So far.


1) added the new FQM 2.08 Mod
2) added the 500 kt Colony Arc Ship to transport the 400 KT colony component
3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game.
4) changed - Solar sails bonus movements are now 2 , 4 , 6


Now #3 is some thing I have been in dicussion with a few people over on the beginning of balance for resources.... This will force players to build more rads and Organics to support their ships.
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Old November 15th, 2003, 06:55 PM
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Default Re: Sweet Mod 2.1

Make components that would seem to require a lot of radioactives, like engines and energy based weapons, cost lots of rads and few mins. Make stuff that seems to rely completely on crew ability (such as psychic weapons) cost lots of organics, as well as stuff like life support and crew quarters, which should cost mostly organics cause they need organic stuff to support the crew. That is a pretty good start to balancing the resources.
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