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  #171  
Old July 25th, 2004, 11:31 PM
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Default Re: New SJ mod

I thought the componets needed to be at the star...OK I will give that a try, and will try the E-build too, sounds confusing but I think I understand
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  #172  
Old July 25th, 2004, 11:39 PM

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Default Re: New SJ mod

Quote:
Originally posted by Suicide Junkie:
I believe the plating/cables only have to be somewhere in the system, not right on the star.
Whoa!

Is this true in Stock SE IV?

This would change a great many things.
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  #173  
Old July 26th, 2004, 01:32 AM
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Default Re: New SJ mod

Quote:
Originally posted by Loser:
quote:
Originally posted by Suicide Junkie:
I believe the plating/cables only have to be somewhere in the system, not right on the star.
Whoa!

Is this true in Stock SE IV?

This would change a great many things.

No. They have to be on top of the star in stock.
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  #174  
Old July 26th, 2004, 01:34 AM
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Default Re: New SJ mod

As I recall, someone posted about trying to build a double or triple molly simultaneously.

The end result being that when the first ring was completed, it used up the plating and cables around the other star(s). (All of it in the system as I recall)
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  #175  
Old July 26th, 2004, 05:49 AM
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Default Re: New SJ mod

http://imagemodserver.mine.nu/other/...Mods/GritEcon/

New Version up.
Most weapons are able to target planets now, so there shouldn't be any more combat with idle warships.

You can now build civil defense bunkers (weapon platforms, without weapons, but lots of hitpoints), so even though the troop transports will be undaunted, at least you won't get glassed by the warships very easily.

I've also improved the troops a bit more...
- The troop droids now have the same hitpoints as the soldiers, but cost 150/0/250
- The infantry armor has been increased to 60hp
- Light Vehicle armor also increased to 60hp
- Medium Vehicle armor is now available. (2kt, 500 minerals, 140 hp)
- Heavy Vehicle armor increased to 300 hp. Now restricted to medium and large troops.
- Troop weapons doubled in strength.
- Auxiliary weapons; DU pistol/grenades. 0kt, 1 damage. Cost 20/0/10, limit one per troop.

* Soldiers will be your best bet for infantry, due to the price, although if you have the production capacity to pay the bills, the droids can compact more power into a dropship.
* Droids vs Soldiers in a small troop are a toss up, especially when you have researched up to the plasma lance.
* For large troops, the price difference is too small to really matter, so droids plus some extra armor are the easy choice.


PLUS!
As a bonus, I updated the mod name on the intro screens, and added a few touches to the scene to make it more representative of the mod physics
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  #176  
Old July 26th, 2004, 04:14 PM
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Default Re: New SJ mod

Will this affect saved game???
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  #177  
Old July 26th, 2004, 04:35 PM
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Default Re: New SJ mod

Yes, it will.
I've been inserting the new stuff where it will look good in the mod, although it would be possible to rearrange them so it does work...
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  #178  
Old July 26th, 2004, 06:44 PM
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Default Re: New SJ mod

That's OK....can start over
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  #179  
Old July 26th, 2004, 06:56 PM
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Default Re: New SJ mod

Just thought....There are no WP in this one, are you going to add them?...not that I miss them
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  #180  
Old July 26th, 2004, 09:25 PM
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Default Re: New SJ mod

105 has platforms, though they could hardly be called weapon platforms. Just planetary armor, basically.

One of the original decisions was to not give planets weapons...
Which means you don't need to fire back at planets...
Which makes the troops more important, and easier to drop.

Planets don't get weapons themselves, although they can carry piles of fighter-bombers and you can fill the skies with war satellites.

PS:
You may need to research Civil Defense first.

[ July 26, 2004, 20:34: Message edited by: Suicide Junkie ]
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