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Old May 31st, 2004, 03:12 AM
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Default Re: Highliner Mod discussion thread

Quote:
Originally posted by Gandalph:
I have met 2 races now, don't recall which ones. The first established peaceful relations with me and we are both prospering as a result. The second decided to hit me with intel attacks, a cargo bomb on a ship with no cargo and/or a fuel leak on a ship over a resupply depot. When I find him, we will discover how the combat system works in this Mod.
That's funny, I know I've encountered you, but we have not established peaceful relations and I haven't used intel yet... you ARE using the Jraenar shipset, right?
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Old May 31st, 2004, 04:30 AM
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Default Re: Highliner Mod discussion thread

Could someone please send me the *old* Version of the vehiclesize.txt? I installed the new one and now I can't run my turn - guess I was supposed to wait till next turn to install it

edit: never mind, I just unzipped the new one in the wrong folder, I was supposed to install it after all

[ May 31, 2004, 03:43: Message edited by: Ed Kolis ]
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Old June 1st, 2004, 01:23 AM
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Default Re: Highliner Mod discussion thread

As long as we're all here and talking, could you all please give me your sense of how the mod is working so far? What's good, what's bad, what's just plain ugly? Any suggestions?
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Old May 31st, 2004, 02:21 PM

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Default Re: Highliner Mod discussion thread

its alot quicker than the Last one. But I have no gage on how i am doing since i have not met anyone yet.
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Old May 31st, 2004, 07:08 PM
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Default Re: Highliner Mod discussion thread

Some thoughts and observances I have made;

1)Colonizer Hostile is unusable without putting 2 colony modules on it due to 50% requirement. I figured a Colonizer Hostile would be a colony ship with weapons that can charge into a system and then colonize. This cannot be done and I see no use for 2 colony modules unless/until you have 2 different types (ie rock/gas etc.).

2)Gigant seems almost useless. Once you meet the requirements for fighter bays and give it enough engines for 4 MP's, your left with only enough room for 1 weapon, 1 PD, 1 shield, and then either 1 CS or 1 ECM but not both. (Perhaps by design, I am not sure) The end result is that my Archon costs less, moves more, and basically does the same thing. What's more, the Gigant design then takes 1.2 years to build with a SY 1.

3)Combat (at least in simulator) seems unbalanced towards riders. (Again, this may be by design.) Highliner PD does not target fighters, only standard weapons do and, again because of the offense/defense bonuses in favor of the rider, the Highliner cannot hit the rider. In my tests, I pitted 5 Gamma Riders against 10 Highliners of various design. The best outcome for the Highliners was to only lose 5, but without ever hitting the Riders.

That's it for now. I really like the concept here, but would like to see better combat balance and a little better build times. I agree that you should not be able to crank out a new ship every turn, but I don't think 1 every year is right either.
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Old May 31st, 2004, 08:00 PM
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Default Re: Highliner Mod discussion thread

You can use missiles against riders in this mod, did you notice? Missiles always hit! Though I think it was intentional to make riders the primary combat vehicles; highliners are just too big and bulky

I would like to see someone make some shipsets with Highliner pics... maybe Highliners should be added to the next NeoStandard Version?

I took Colonizer Hostile to mean colonizer for colonizing hostile environments. If you look at the colony modules, the non-native colony modules are twice as big as the regular ones, so they do fill up half the Colonizer Hostile.
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Old May 31st, 2004, 09:15 PM
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Default Re: Highliner Mod discussion thread

My only thought on this is it takes a long tome to build any ship then (colony) the pop is small and as said below the time you get a fair MP you can not carry anything I have yet to meet anyone so I do not know how I am doing as to build up etc.

(Edit: Typo)

[ May 31, 2004, 20:17: Message edited by: mottlee ]
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