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Old March 31st, 2004, 12:57 PM

abc abc is offline
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Default Re: StarFire Mod v-Beta 2

I think we can drop the supply usage issue.
I am not against unlimited supplies, i just noticed that supply wasn't a problem from the start of the game!
But we are working on a StarFire mod, so that's not a real problem.

BTW, do we really need the resupply depot?Maybe we can give the resupply ability to the shipyard (and/or the spaceport). Spaceports with resupply ability should represent the CFN nicely.
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Old April 1st, 2004, 02:20 AM

Dan Kochheiser Dan Kochheiser is offline
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by Lighthorse:
Just downloaded your starfire mod. Very interesting ideas. The problem I have is the unknown values errors Messages for all the ai races, cannot load research, weapon, this, and that, etc. Is it because I updated my copy of SE4 gold to 1.91 and this mod was design for 1.84?

Lighthorse
AI's are not active in the mod yet, Lighthorse. So turn off AI's till further notice and your errors should go away.

Dan K
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Old April 1st, 2004, 02:24 AM

Dan Kochheiser Dan Kochheiser is offline
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by abc:
BTW, do we really need the resupply depot?Maybe we can give the resupply ability to the shipyard (and/or the spaceport). Spaceports with resupply ability should represent the CFN nicely.
Comments?
That's not a bad idea. SY's and SYM's are what all materials are routed through to build everything. Resupplies being done at those bases would do a good job of supporting the feel of Starfire if we gave SY's, SYM's and Planetary yards all the resupply ability.
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Old March 31st, 2004, 04:09 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: StarFire Mod v-Beta 2

I can transfer the ability to the Planetary Shipyards, or even the Space Port. I would prefer to avoid adding it to any kind of ship component, such as the Ship Yard or Medium Ship Yard. The question I have to ask you two is this: After a big fight where your missile ships have sucked your supplies to just about nothing where do you want to go to refuel? If you are putting a Planetary Shipyard on every planet fine but some of those planets are damn small. There is no point in putting the ability with the Space Port, unless you are happy with only one planet per system acting as a refuel depot, building more than one spaceport per system is a waste of money and planetary space. Also keep in mind that new construction does not automatically start out refueled, nor do ships freshly un-mothballed.

If you want my opinion I think that it should go to the Planetary Shipyard, what are the chances you are going to spend lots of time and money to build an orbiting shipyard (Space Station or whatever hull type) and not have some kind of planetary unit below to back it up?
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Old March 31st, 2004, 10:38 PM

Dan Kochheiser Dan Kochheiser is offline
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by President Elect Shang:
I can transfer the ability to the Planetary Shipyards, or even the Space Port. I would prefer to avoid adding it to any kind of ship component, such as the Ship Yard or Medium Ship Yard. The question I have to ask you two is this: After a big fight where your missile ships have sucked your supplies to just about nothing where do you want to go to refuel? If you are putting a Planetary Shipyard on every planet fine but some of those planets are damn small. There is no point in putting the ability with the Space Port, unless you are happy with only one planet per system acting as a refuel depot, building more than one spaceport per system is a waste of money and planetary space. Also keep in mind that new construction does not automatically start out refueled, nor do ships freshly un-mothballed.

If you want my opinion I think that it should go to the Planetary Shipyard, what are the chances you are going to spend lots of time and money to build an orbiting shipyard (Space Station or whatever hull type) and not have some kind of planetary unit below to back it up?
Canon answer to your question...the CFN. Merchants bring everything to you. If the CFN won't go there then you have your Imperial freighters and your Mobile yards bring it to you. And you have the SHipyards build the missile because it's cheaper.
In starfire, when the ship rolls outit is automatically topped off on all stores, ammo and fuel. And this condition NEVER changes unless the CFN cannot get to you. If planed for, you will have lots of extra maintenance stored on board or in resupply ships in the fleet.
So having it in SHipayrds would do a great deal of simulating the CFN.

Dan K
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Old April 1st, 2004, 01:02 AM
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Default Re: StarFire Mod v-Beta 2

Hey, Diggin the mod, if you produce some competitive AI's it will probably become one of ym Favorites, however, one question: Do you eventually get tech to cure plagues. (Homeworld slowly dying sucks)

Oh, and you have no primary or secondary bitmap pics for your weapons platforms.

[ March 31, 2004, 23:28: Message edited by: ZeroAdunn ]
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Old April 1st, 2004, 04:04 AM
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TerranC TerranC is offline
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Default Re: StarFire Mod v-Beta 2

Wow, haven't seen you in a long time ZA. Where have you been?
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