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May 17th, 2001, 01:23 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
quote: Originally posted by suicide_junkie:
May I ask why you see the ablative armor as too powerful?
It is quite tough in terms of hitpoints, up to 60% stronger than shields per KT, but they cost a lot, and take ages to repair.
Actually, I vaguely remember changing the costs of the armor in my mod. I don't remember if I made it cheaper, but doing my own analysis (which I admit is basically off the top of my head and is mostly an intuitive grokking of the entire component list working together as a whole), the Ablative Armor seemed slightly too powerful at the upper levels. Besides which, it was the only armor that had 5 levels instead of 3.
quote:
Eg. Take a 4 shield BB/DN (160kt defence). gives 1400 shields. 1400 hp. of ablative armor takes up 100kT.
Looks good, BUT:
-armor can't regenerate during battle
-1400 hp armor takes 13 turns to repair with a repair bay III!
-armor dosen't come back between fights during the same turn!
-Costs 4x the price per KT!
-shields cost 0.47 minerals per hitpoint, while ablative armor V costs 5.7 minerals per hitpoint (12x the price of shields)
Also, the Ablative III's have roughly the same costs as the V's, but the provide fewer hitpoints.
The ablative armor is "one-shot survivability, at a price."
Ships with only ablative armor will not survive a second battle.
Ships with only shields might not survive the first battle.
[end rant]
All of what you say I agree with. However, I still stand by my assessment that levels 4 and 5 were tougher than I wanted to put into my mod. *shrug* I'm sorry you don't like the change. It really isn't a personal attack on you so there's no reason to "rant" on me =) IMO, it's a very minor change.
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How's my Programming? Call 1-800-DEV-NULL
[This message has been edited by Devnullicus (edited 17 May 2001).]
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May 17th, 2001, 01:36 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Devnullmod
1...8...0...0...3..3..8..6..8..5..5!
*oh hold*
*answering machine*
Hi, I just wanted to call back and say everythings fine. If the ablative armor is weakened, you may consider merging two components to get 2kT, 24hitpoint segments, so the repair situation isn't quite so bad.
On the other hand, if you still see the armor as too tough, leave 'em 1kT each.
Keep on moddin'
*click*
__________________
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May 18th, 2001, 07:08 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Good news! I just heard back from the TDM-ModPack guys and they approved my mods for their races (with a few understandable caveats). So I'll be making up another update soon with the TDM-ModPack races included. Woo hoo! =)
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May 18th, 2001, 07:14 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
Cool!
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May 19th, 2001, 01:40 AM
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Private
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Join Date: Dec 2000
Location: Hawthorne FL. USA
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Re: Devnullmod
Thank you and the ModPack guys VERY much
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May 19th, 2001, 09:00 AM
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Sergeant
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Join Date: Mar 2001
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Re: Devnullmod
Have you thought about modding the resource extraction facilities to store resources? The idea came up in a thread a few months ago. The suggestion was to allow extraction faciltiies, resupply depots, space ports, and space yards store resources. I've tried that in the Last few games I've played and it seems to help out the AI quite a bit. They don't run out of stored resources anywhere near as fast as they used which comes in handy when they run into upgrade cycles for their facilities.
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May 20th, 2001, 06:13 PM
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Private
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Join Date: May 2001
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Re: Devnullmod
What's the disadvantage of External Mt Missiles? They're quite powerful that small and not very expensive to research.
I don't know how armour actually works, but how about making the external missiles armour (hit first since they're OUTSIDE) and give them a negative damage resistance. I don't know if latter would work but it would simulate the explosion if the NUCLEAR WARHEADS would be hit.
Just my 2 cents, great Mod.
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