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January 30th, 2004, 07:05 PM
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Re: StarFire Mod v-Beta 2
Shang
Hope you feel better soon.
Yep, I know my idea doesn't work EXACTLY the same way. But ask yourself the tough question - would you rather have something that has the same game effect as cwp's (ie, the potential for unexpected attacks and rude surprises) even if it's not identical, or have nothing? Which is worse, a game where cwp's don't operate exactly as they do in the source material, or a game without them entirely? Which is more heretical?
"If I moded (sic) a component that allowed them to be created that would effectively eliminate WP defenses "
Ummm, isn't that exactly what makes cwp's so nasty in the first place?
And as for not "making" them, look at it this way. When you use one of the suggested components, you are NOT making a new warp point. You are "finding" the open end of the warpline that's already there.
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January 30th, 2004, 07:35 PM
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Brigadier General
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Re: StarFire Mod v-Beta 2
Right Dan, I follow just what you are saying. I did not intend to include this house rule in the Mod however it struck me that unlike SF in SE4G IND-2 would not be present. I would have to modify them in as neutrals, even then unlike the rules they would be able to develop HTL1 fairly quickly. I could not mod the AI non-neutrals in as IND2 or that would give the human players far too much of a head start. My point for suggesting the change is that I really couldn’t see any practical application for IND2 at all. I feel that a change would be best, if we do not give HTL Zero (IND2) an engine of some sort than I feel we should at least combine all HTL Zero (IND2) and HTL1 systems into a single unit.
Feedback?
Forgot to address your question. No AD at this time; if this Mod works out I may look into adding it at a later point as an update.
[ January 30, 2004, 17:39: Message edited by: President Elect Shang ]
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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January 30th, 2004, 08:01 PM
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Re: StarFire Mod v-Beta 2
I also forgot to include that with the change to HTL Zero (IND2) I will need to adjust the tech level at which ships are developed. My Suggestion is:
Ships: EX/ES/CT
Bases: BS0/BS1
Freighters: FT0/FT1/FT2
Move down to HTL Zero (IND2), or we can do the alternative (stated below) and combine IND2 and HTL1.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 30th, 2004, 08:09 PM
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Shrapnel Fanatic
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Re: StarFire Mod v-Beta 2
You could always just use racial traits to control what sort of building each race can do, based on whatever those options mean. 
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January 30th, 2004, 08:32 PM
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by Imperator Fyron:
You could always just use racial traits to control what sort of building each race can do, based on whatever those options mean.
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Good suggestion but it does not apply here.
[ January 30, 2004, 18:32: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 30th, 2004, 09:20 PM
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Re: StarFire Mod v-Beta 2
Quote:
Originally posted by President Elect Shang:
Right Dan, I follow just what you are saying. I did not intend to include this house rule in the Mod however it struck me that unlike SF in SE4G IND-2 would not be present. I would have to modify them in as neutrals, even then unlike the rules they would be able to develop HTL1 fairly quickly. I could not mod the AI non-neutrals in as IND2 or that would give the human players far too much of a head start. My point for suggesting the change is that I really couldn’t see any practical application for IND2 at all. I feel that a change would be best, if we do not give HTL Zero (IND2) an engine of some sort than I feel we should at least combine all HTL Zero (IND2) and HTL1 systems into a single unit.
Feedback?
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If Ind2 doesn't have a real impact in the mod, does Ind1 and PreInd?
Iff they don't you might just combine them all into HTL-1. Most players prefer facing these techs or higher anyways, because they are finally a threat.
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January 30th, 2004, 09:57 PM
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Re: StarFire Mod v-Beta 2
IND1 and Pre-IND I left out as they have no bearing in SE4G.
So the vote is:
a) Combine HTL Zero (IND2 in SF) into HTL1 and start all players out at HTL1
b) Adjust Commercial Engine (Ic) and the below list of hulls into HTL Zero (IND2 in SF) and start all players at HTL Zero (IND2).
I really wish that 0 did not look like an O, it kills me to type Zero each time but…
I have one vote for A. Beta Testers I need some input and fast, also need you to email me with the address you want the Mod sent to. So far I only have one response.
Mod Status: Components file: 100% known issues
Vehicle Mounts file: 100%
Vehicle file: 100%
Tech Area file: 5%
Edited with Mod status
[ January 30, 2004, 21:05: Message edited by: President Elect Shang ]
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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