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Old August 6th, 2004, 04:04 AM
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Default Re: SF Mod

Watch out for the seekers!

The mount only affects the component: the missile will have the same range and power as a ship-launched missile!

Its probably best to make custom copies of the missile component for your units with appropriate range/damage/reload.
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Old August 6th, 2004, 06:01 AM
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Default Re: SF Mod

Actually, it doesn't affect the range, but it does affect damage. At least it shows up in the weapon description. That mod hasn't been fully tested.

But the first thing I did was send out a bunch of fighters with Subverters. Those things are nasty, even though they get slaughtered by other fighters.
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Old August 6th, 2004, 06:05 AM
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Default Re: SF Mod

Mounts can not affect the actual missile. The damage is still the base component damage, not anything that may show up after applying a mount. The mount can affect the maximum range the missile is fired from, but the actual range traveled is unaffected.
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Old August 8th, 2004, 12:10 AM
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Default Re: SF Mod

Well, after testing it seems my calculations were a little off. Engines use supplies every time they're used and not just every turn the ship moves. I just have to triple the supply storage for the reactors.

Oh, and SF Mod sounds too much like a Star Fury Mod, which sounds like a mod for a Babylon 5 game any way. And "SciFi Mod" was already taken by someone back in 2003 (i searched the forums) So I guess I'll have to come up with some other name for my mod.


And a long time ago someone made a mod of "the Force" tech. I believe it was incorporated into the original Starwars Mod. Does anybody know what happened to it? I'd like to incorporate Dark and Light side techs into my mod.

The tech tree for my mod is divided up into theoretical and applied tech just like the stock one, but the theoretical techs are completely different from one another.

Physics gets you most of the weapons, reactors, and propulsion techs and there are even sub-branches of those like nuclear, plasma, and gravitic.

Biology/Chemistry gets you medicine, resource enhancement, etc. and if you have Organic tech, a lot of the nifty Organic stuff. Plus later on there's Genetics and Cloning.

Sociology/Psychology has a lot of planetary enhancement stuff like Cities. And later on you get Psychohistory and a bunch of other Foundation-like techs including Planetary and Galactic Consciousness. Psychic races find their goodies here.

Military Science unlocks more conceptual techs like Missile or Point-Defense Weapons. Those techs in turn open up related weapons in the other Theoretical Techs. ie: Missile Weapons + Nuclear Power (Physics) = Nuclear Missiles; Point Defense Weapons + Lasers (Physics) = Point Defense Lasers. It also gives Command and Training stuff.

Economics gives production, construction, and resource enhancement stuff. Plus Industry.

The idea is to make both human and AI races behave and fight completely different from each other depending on what techs they have researched-- and so use the tech tree to influence AI behavior (in addition to the AI files)
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