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  #1  
Old February 20th, 2004, 10:47 AM
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Default Re: New SJ mod

Take a look here - if it appears broken, hit "refresh". It should work.

This is Mlmbd's neostandard++ imagelist. There are maybe 3 or 4 shipsets that include all of these, and numerous shipsets that include a select few of them. In addition, you have the Starlinerlarge image as used by Proportions mod, and at least a dozen of cargostations, cutters, light & heavy frigates, destroyers, mercships and stuff introduced by the adamant mod. These aren't particularly well supported by shipsets at the moment, but numbers are gradually growing. Finally there's the juggernaught image, which- oddly- isn't used in any mod that I'm aware of (although that doesn't mean much- I don't really keep up to date with the mod scene) but appears in a whole stack of Atrocities' shipsets and (I think) one or two others. I'd love to know where this originated.

So far I have resisted trying to nail all these down into any sort of new table or list, because frankly, I have too many other things to do, but it looks like maybe some kind of central reference would be valuable. Maybe this weekend, if I get time.

[ February 20, 2004, 08:48: Message edited by: dogscoff ]
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Old February 20th, 2004, 07:48 PM
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Default Re: New SJ mod

Mounts for making component costs a square progression! SJ, you're a genius! The best I could do was give the hulls really huge up-front costs

Now for the maintenance costs going up at a slower rate, are you going to have various Bridge components which can only be mounted on specific ship sizes? (e.g. Escort Bridge gives some amount to maintenance reduction, Frigate Bridge gives a bit more, etc.)

Oh, and is that a typo in the armor tonnages? 30 - 65 HP/kT is a LOT, even compared to Adamant light armor!
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  #3  
Old February 20th, 2004, 08:48 PM
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Default Re: New SJ mod

Maintenance reduction is built into the hulls themselves, and can't be disabled by damage.
In fact, the scouts have +1000 or so maintenance, since their component costs are so low.

The armor is leaky, and though the average ship has about 10hp/kt, they will be disabled long before they are destroyed.
Still, its is designed to be a slow combat model, and the number of rounds has been increased to 90.

Kalashnikov's frigate managed to survive in the tactical combat with 50% damage to all systems...
It was ready to collapse at any moment, though, as most of its systems were down to the Last backups.

[ February 20, 2004, 21:00: Message edited by: Suicide Junkie ]
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Old February 23rd, 2004, 06:12 AM
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Default Re: New SJ mod

http://imagemodserver.mine.nu/tempstuff/sjmod.zip

Another update.
Troop stuff is mostly in, I still need to tweak the sizes and the descriptions a bit... I'll probably make it use some mounts to clean it up a bit.

Also adjusted planetary stats.
Hoo-boy.
A medium sized homeworld, packed to the ionosphere with tanks and infantry...
1.3 million hitpoints!
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Old February 23rd, 2004, 06:21 PM
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Default Re: New SJ mod

Don't go too overboard on planet defenses - it might cause a classic case of "realism" ruining game play.
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Old February 23rd, 2004, 09:06 PM
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Default Re: New SJ mod

A destroyer-sized transport can carry 10% of that planet's stock, so it shouldn't be way off.
Of course, if both sides are using hordes of infantry like this, the battle would take forever.

Upgrade to tanks, and the firepower to hitpoints ratio starts climbing. Put some artillery pieces behind them, and your battles will be over quicker.

The idea is that infantry are small and cheap cannon fodder you can throw at the problem to hold off the enemy.

The same situation with Large troops gets 900k hitpoints, and dishes out up to 60k damage per turn.
The infantry-filled homeworld only deals about 5k damage.
It is the heavier (and much more expensive) units which really do the damage.

I'll probably turn up the damage factor to 100%, rather than staying with stock's 30%

[ February 23, 2004, 20:24: Message edited by: Suicide Junkie ]
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Old February 24th, 2004, 04:50 AM
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Default Re: New SJ mod

With these kind of numbers I don't really feel the need to completely prevent ships from firing on planets.

It seems troops act as armor, though. Unfortunate, that.
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