|
|
|
 |

June 1st, 2004, 12:31 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod discussion thread
i think a resource converter early in the game would fit nicely. say at 90% loss on the space ports...
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

June 2nd, 2004, 02:23 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod discussion thread
I'm not sure what you mean by that, but one thing that this mod *does* allow for now is much more economical Remote Mining. The maintenance costs for having Remote Miners on Riders makes them very profitable to use, and can really help alleviate the beginning-game resource crunch.
|

June 2nd, 2004, 02:44 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Highliner Mod discussion thread
Could you then please put in a "Recon/Miner Rider Bay" component, much like Adamant's "Recon Satellite Bay", which launches only one rider per game turn - it seems like such a waste to have Groups of four riders flying around doing mining when only one of them actually gets to do anything...
BTW, where is the Cloaking tech? Did you remove it?
edit: oh, no long range scanners for riders? what, doesn't the ability work?
[ June 02, 2004, 01:45: Message edited by: Ed Kolis ]
__________________
The Ed draws near! What dost thou deaux?
|

June 2nd, 2004, 06:09 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Highliner Mod discussion thread
Quote:
Originally posted by General Woundwort:
I'm not sure what you mean by that
|
He means to add the Resource Converter ability to Spaceport facilities with a high rate of loss. 90% is probably too much. In Adamant, I have Spaceports able to do "conVersions" at a 75% loss rate, to simulate trading with merchants within the empire (as opposed to trading with those in different empires). The conVersion is very wasteful, but can be useful in an emergency.
|

June 2nd, 2004, 09:47 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod discussion thread
Quote:
Originally posted by Ed Kolis:
Could you then please put in a "Recon/Miner Rider Bay" component, much like Adamant's "Recon Satellite Bay", which launches only one rider per game turn - it seems like such a waste to have Groups of four riders flying around doing mining when only one of them actually gets to do anything...
|
Hmmm... not a bad idea.
Quote:
BTW, where is the Cloaking tech? Did you remove it?
oh, no long range scanners for riders? what, doesn't the ability work?
|
Yes, Cloaking tech was removed. It won't work on fighters (hard-coded in), and it seemed ridiculous to me given the premises to have Highliners that could cloak.
RE: Long range scanners, I went back and looked at the list of everything that won't work in units, compiled while I was writing the mod...
http://www.shrapnelgames.com/cgi-bin...3;t=009240;p=4
Hmmm... I don't see LRSs on the list. Curious. I thought they were buggy on fighters. Maybe another new component I can add... 
[ June 02, 2004, 08:51: Message edited by: General Woundwort ]
|

June 2nd, 2004, 09:50 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod discussion thread
Quote:
Originally posted by Imperator Fyron:
He means to add the Resource Converter ability to Spaceport facilities with a high rate of loss. 90% is probably too much. In Adamant, I have Spaceports able to do "conVersions" at a 75% loss rate, to simulate trading with merchants within the empire (as opposed to trading with those in different empires). The conVersion is very wasteful, but can be useful in an emergency.
|
(smacks forehead)
Why didn't I think of that?
Interesting idea. I'll think it over.
|

June 3rd, 2004, 10:00 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod discussion thread
Here's my initial sketches for Version 1.06 -
- include components for intel and science generation (Bases ONLY)
- a Scout Rider bay
- Long-Range Sensors on Riders (I need to playtest this first)
- Formation & Strategies files from USM
Where I need more input from you guys is...
- would it be worth incorporating PvK's Balance mod?
- suggestions on the combat balancing ideas mentioned in this thread
- feedback on current Highliner sizes
1.06 is aways off yet. There's another project I'm looking to get done this weekend, and I have to finish the House Divided set-up first.
[ June 03, 2004, 11:47: Message edited by: General Woundwort ]
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|