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Old July 4th, 2001, 02:25 PM
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Default Re: A few ideas for Modders

1) Units suck as sats don't keep track of individual component damage. Also, "destroyed on use" dosen't work for weapons yet.
So the best you could do is have a 30 reload rate.

2)Would be cool, but requires hardcode changes by MM.

3) One Baseship, a WP opener V, and a WP closer. Open the point, send a ship/fleet through, close the point. Leave the baseship in place.

4) Missiles can't have ECM, and they are guaranteed to hit. You can make them faster and/or stronger, but not with a mount. You have to copy the components.txt entries.

5) In an older Version, you could see the shield effect protecting the planet. In an even older Version, the shield was ship sized .
Now, the shot just dissapears when it hits the planet without causing an explosion.

6) Hardcode, unless you want to have a human player control a space critter empire (try using the Nomads from my mod, with a space-critter shipset.

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Old July 5th, 2001, 02:25 AM
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Default Re: A few ideas for Modders

Space monsters have been suggested quite often; search the forums for "monster". Here's one thread dedicated to them, which has links to earlier discussions:

http://www.shrapnelgames.com/ubb/For...ML/001442.html

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