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  #1  
Old March 2nd, 2002, 11:52 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Zippy,
Thats one tuff mod! downloaded it and into about 25 turns and the first race I find is.....EEE! and of course they do not like me at all way cool

Typos

[ 02 March 2002: Message edited by: mottlee ]

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Old March 3rd, 2002, 12:00 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Yup, I have images turned on. None of them displayed though..

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Old March 3rd, 2002, 12:02 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Ah, there we go. IE needed to download something for them to display apparently.

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Old March 3rd, 2002, 12:09 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Ok.. looking around and I found this:

"2. In VehicleSize.txt I use Combat To Hit Offense Minus and Combat To Hit Defense Minus rather than Combat To Hit Offense Plus and Combat To Hit Defense Plus so that Sensors and ECM bonuses add to ship bonuses. Otherwise, the game would only use the best value. For example an Escort (+40% Defense) with an ECM III (+60% Defense) would only have a +60% Defense (from the ECM III) while a Baseship (-20% Defense) with an ECM III (+60% Defense) would also have a +60% Defense (from the ECM III). Using my method, the Escort will have a –100% (60% – 160%) Defense while the Baseship will have a –160% (60% – 220%) Defense for a net difference of 60% between the two ships. Unfortunately, Stealth Armor and ECM do not add (which is why I removed normal stealth armor)."

Unless the ship design screen is bugged, things do stack; standard SE4 uses Defense Plus for both, and according to the ship design screen an Escort with ECM III, stealth armor, scattering armor has a defense of 140 something, where a baseship with the same has a defense of 60 something. Perhaps this was fixed?

Not really relevent since the design will work either way, just curious.

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Old March 3rd, 2002, 01:56 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

The "plus" does stack, the in-game screen is correct. Have a nice day!
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Old March 3rd, 2002, 05:00 PM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

quote:
Originally posted by Phoenix-D:
Unless the ship design screen is bugged, things do stack; standard SE4 uses Defense Plus for both, and according to the ship design screen an Escort with ECM III, stealth armor, scattering armor has a defense of 140 something, where a baseship with the same has a defense of 60 something. Perhaps this was fixed?


I'm guessing that it was fixed. I did very extensive testing before adopting the method that is used in my mod. At the time I was very certain that the bonuses did not stack. Unfortunately I don't remember the Version of SE IV that I was using at the time, not that it matters.

Hmmm, but if it is fixed then maybe I can use this to my advantage...
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Old March 4th, 2002, 03:44 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Zippy, this is great mod. You have, apparently, put a lot of work in it.

I just noticed some things:

- You have placed some components in the game that should repair all damage to the ships during combat; but this simply doesn't work. The reason is that you used Armor Regeneration ability and it works only on components that have armor and armor regeneration ability. All other components are ignored. At the moment, I just don't see any way to make component that repairs non-armor components during combat.

- You could use SJ's image collection in your mod since you have added a number of new weapons. Right now it's hard to tell the difference between Anti - Proton Beams and Psychic Anti - Proton Beams.

- Your "Warp-Space" colony components have 250KT of space and Cargo Bay I has 150KT. AI looks for the component with the best value when deciding which component will be fitted on the ship. That means that if the AI has researched "Warp-Space" colony component and has researched only Cargo Bay I it will use "Warp-Space" colony components instead of Cargo Bay I.

[ 04 March 2002: Message edited by: Daynarr ]

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