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  #1  
Old January 21st, 2005, 06:59 PM
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Default Re: Carrier Battles Mod

I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
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  #2  
Old January 22nd, 2005, 06:29 AM
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Default Re: Carrier Battles Mod

Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana
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Old January 22nd, 2005, 09:30 AM

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Default Re: Carrier Battles Mod

The only thing I can see as a real problem to this mod is the micromanagement that will come in the later stages of the game.

To over come this i suggest you have the transport ships cargo increased quite a bit to ferry fighters up to staging areas.

Mind you i am assuming that the player would build a cargo ship and set it to load fighters from fighter producing planets and drop it off where your fleet is being trained.

This would help with the running out of space problems that players would have to hunt down on 100 + planet empires.
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  #4  
Old January 24th, 2005, 02:38 AM
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Default Re: Carrier Battles Mod

Quote:
Kana said:
Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana
Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.

SE5 will have user definable damage.
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  #5  
Old January 24th, 2005, 04:29 AM
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Default Re: Carrier Battles Mod

Quote:
Imperator Fyron said:
Quote:
Kana said:
Quote:
geoschmo said:
I think you can give the point defense ability to pretty much any component, but the "oppotunity fire" that you are trying to gain wont work against ships. Even if the weapon can target ships, the point defense ability will only use the opportunity fire phase to shoot at seekers. Missles, fighters, drones.
Are you sure...? Most of the material I've read on the abilities and such says it is possible...it would suck if it isn't...cause then I would defintely wait until SEV comes out before finishing the mod...hopefully with user definable damage...

Kana
Which materials are those? They need to be corrected, because they are wrong. Geoschmo is quite correct.

SE5 will have user definable damage.
If I remeber correctly it was the FAQ/instructions for the SE4 Modder by DavidG. I don't remeber seeing it in the Modding Manual, and if you say it isn't in there, then it probably isn't...well that sucks...I'm defintely going to have to wait till SEV comes out then...Bah!!!!

Kana
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  #6  
Old January 24th, 2005, 11:45 AM

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Default Re: Carrier Battles Mod

I would like to play this mod...someday.
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  #7  
Old January 24th, 2005, 04:12 PM
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Default Re: Carrier Battles Mod

An update:

Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.

Been working on some scale issues between C&C, engines and cargo requirements.
More work still to be done, especially on balancing damage vs shields/armor on the 4-way fighters/ships interaction.
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  #8  
Old January 24th, 2005, 04:43 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
-10% accuracy per level
Just for that, I would never use the larger mounts unless I had a ridiculously high combat bonuses advantage over all my enemies. With the way combat bonuses work in SEIV, that is much too large a penalty for the larger mounts to be viable unless they give a damage bonus of around +200% to +300% at a minimum for the largest. Yes, that's triple to quadruple damage/space, and even then the largest might not be useful.
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  #9  
Old January 24th, 2005, 10:10 PM
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Default Re: Carrier Battles Mod

Quote:
Suicide Junkie said:
...
Added the cannon mounts. From 20mm to 100mm in 5 steps. -10% accuracy per level, variable increases in damage power up to +70% for the biggie. The biggest two get a range increase as a bonus.
Weapon size scales as radius squared, so you get the whole gamut from 2kt guns to 50kt guns.
...
Hmm. Doesn't this mean that 2kT guns have much more firepower AND accuracy than the same tonnage of larger guns? Or is the 70% firepower advantage calculated per kT, so the 50kT gun actually does 50/2 x 1.7 = 42.5 times the damage of a 2kT gun?

PvK
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