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  #1  
Old February 6th, 2004, 06:48 AM
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Default Re: StarFire Mod v-Beta 2

Quote:
unless their is an ability in SE4G that allows you too by-pass Phased sheilds aswell
Yep. "Skips Normal Shields" skips non-phased shields. "Skips All Shields" skips all shields, regardless of phasing.

But, as P-D said, 1 point of non-phased shields will make the entire shield layer non-phased.
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  #2  
Old February 6th, 2004, 10:19 AM
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Default Re: StarFire Mod v-Beta 2

Great, I knew that there was something in the rules about non-shield damage only incurring the non-interdiction field penalty.

This brings back memories.

Oh, I remember what it was, I used to play SF against one of those people who never enter into the spirit of the game, but play the game to a point of principle tighter than a gnat's chuffer in accordance with the rules. For me, the majesty of Starfire was designing your own ships, naming them, building and empire and then the excitement of interstellar wars, where the other side never knew what you were doing! With a good space marshall (and ours was good), the nervousness of what ever warp tranit would bring was just delightful.

I would get excited when one of my Agamemnon class cruisers defeated one of his Kalbacun class cruisers, I would be happy as a ferret if he defeated me in a battle. I could picture the firestorm raging between battlelines, the myriad explosions in the dark of space etc etc etc

He, on the other hand, liked to quote rules, he just wanted to win. I never knew about the interdiction field until he quoted it at me the little sod. So hey ho, the next thing I am facing are missiles which home on to your engines and blow them up.

The next thing this little turd pulls out of the tech tree (and I still dont know where it came from) was some damn missile that causes your shields to collapse so, not only are your capital ships sitting ducks with no engines, but they have no shields, and hey ho, any nuke is going to waste them!!??!

Still, I managed to beat the little swine at the Battle of Deneb.

Back to reality, glad this got sorted. Wubbles, I think you just get on with the beta. There is going to be quite a lot coming out of the testing that will mean to you need to tweak it. Stick to canon as much as you can, and if you cant, so be it.
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Old February 6th, 2004, 12:39 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by Dan Kochheiser:
And Wubbles, Uncle says "One more thing..."
I realized that Tug designs will have a very interesting new capability. Dan K
Crap, I didn't think about that, could pose a small problem in terms of an unfair advantage against the AI, but who amongst us needs an unfair advantage against it anyway?
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Old February 6th, 2004, 12:42 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by Magnum357:
Shang, will you still please consider the "Inner/Outer" hull concept? You don't have too work on it now, but perhaps later after Beta Testing is underway or after Beta Testing is over. I would really like this Mod too have some ability too make unique Classes of ships like in SF.
Sure we can work on it but how would propose getting around the damage factor?
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Old February 6th, 2004, 01:06 PM
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Default Re: StarFire Mod v-Beta 2

"Still, I managed to beat the little swine at the Battle of Deneb."

I just did a quick cut and paste rather than a quote, I am glad you did beat him, sounds to me that the “swine” was using a mix of AD tech with his standerd tech.

Memories…

The Tal-Re Republic was the leader of the Star Alliance. Don’t get me wrong we had a very low Racial Militancy but once you hit us we never gave up, and we were advanced. I remember how I brought my exploration ship up to the unexplored WP and made the jump. Nerves pounding as they always do, entering the unknown. We found “them” on the other side; my peaceful ways caused me to sit still as he brought his weapons on-line faking communication attempts with me. That started the war, and this war would end up crushing two of the four Star Alliance members. Just me and my soon-to-be partner who could only be accessed by a single WP in my home system; he did loose his few colonies and the Tal-Re Republic was on the brink of collapse. In the end it was something like what happened with the Arachnids, he (I think his name was Tom) was so convinced of impending victory that he stretched his lines to long and thin. The battle of ? (can’t remember name now) broke his battle line and (by coincidence) at the same time my partner finally agreed to commit his few remaining reserves. The outdated reserves with new construction from my yards and his allowed us to gain the initiative. AND WE HELD IT!
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Old February 6th, 2004, 06:02 PM

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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
quote:
Originally posted by Dan Kochheiser:
And Wubbles, Uncle says "One more thing..."
I realized that Tug designs will have a very interesting new capability. Dan K
Crap, I didn't think about that, could pose a small problem in terms of an unfair advantage against the AI, but who amongst us needs an unfair advantage against it anyway?
Thinking about further, the tug advantage comes at cost that is greater than just buying shields directly. Economically, it's not a feasable choice. But in certain situations, I can see it being used for gaining a slight advantage. So I don't think it would get abused to terribly. And the AI shuldn't suffer from the lack of this 'knowledge'.

Dan K
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Old February 7th, 2004, 03:46 AM
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Default Re: StarFire Mod v-Beta 2

Now that I really think about it I am not sure that tugs will work the way they should, there is actually no option or use for tugs in the SE4G setting that I am aware of. Maybe one of the more experienced players could shed some light on this.
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