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  #1  
Old January 23rd, 2004, 05:43 AM
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Default Re: New SJ mod

Regarding solid shields, I'm currently waffling between making them a racial tech, or just leaving them normal tech because they are fairly weak.

While I haven't actually thought about going into operational details, the ice fields would be a useful low-tech shield-like system.

-----

As for the moons & such, with the low cap on max training, I'm not worried.
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  #2  
Old January 26th, 2004, 03:28 AM
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Default Re: New SJ mod

Ok, I've got a half decent weapon tech tree set up now...

1) Researching Physics provides new warhead types; kinetic, chemical, nuclear, antimatter, polaron, quantum, ion, etc.
2) Researching Military Science provides new delivery mechanisms; projectile, pulse, beam, torpedo, missile.

Combine any two to produce a new weapon.
EG: Polaron + Beam = PPB
Kinetic + Projectile = DUC
Also, Chemical + Beam = Ripper beam
Nuclear + Beam = Incinerator Beam
Quantum + Beam = WMG
to reuse a few good names

Researching level one of both warhead and mechanism, will open the specific weapon branch.

1) The weapon branch provides cheaper weapons
2) Researching above level 1 in the warhead or delivery techs will increase firepower/range/accuracy/etc depending on what makes sense for the combo.
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  #3  
Old January 26th, 2004, 07:37 PM
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Default Re: New SJ mod

SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
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  #4  
Old January 26th, 2004, 08:26 PM

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Default Re: New SJ mod

Quote:
Originally posted by gregebowman:
SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
I second that, SJ your new MOD is going to be fantastic, I can't wait to play it.
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  #5  
Old January 26th, 2004, 10:35 PM
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Default Re: New SJ mod

I'll be posting the files once I've got the core done.

Not sure how long it'll take.

What I do know I need to still do:
- Decide on basic stats for the weapons (7by5 grid = 35 weapons)
- grid 'em up (3 areas, 6 levels)
- clean up the tech areas, make sure everything is researchable and delete unused ones.
- Run through the components and throw in some reasonable prices for everything.

The rest can wait, and there will be plenty of tweakage room.
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  #6  
Old January 27th, 2004, 12:18 AM

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Default Re: New SJ mod

All right
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #7  
Old January 27th, 2004, 01:59 AM
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Default Re: New SJ mod

Your tech gridder program will make actually generating all the comps take no time at all once you get them planned out.
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