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  #1  
Old February 10th, 2005, 04:36 PM
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Default Re: Capship Mod

But only for the biggest... the small (i.e. somewhat normal) warships take less to build. A light cruiser is the size of a Baseship (1500kT) and can be a (small) backbone for your spacefleet. Anything from Light to Heavy Cruiser (Battlecruiser if you're economically superior) can be the backbone of your fleet. The largest ships (anthing above Battlecruiser is a Capship, and a Battlecruiser is 6000kT) take looong to build and lots to maintain. The absolutely excessive costs of COMCAs makes them an economic nightmare... but in a military environment it is worth a solid Sphereworld (Dyson sphere) in compressed diamond. The basic COMCA (where "basic" is nothing but a Master Computer) takes over 100 turns to build, if you fill it with weapons it will be about two to hree hundred. DO TAKE NOTE HOWEVER that the maintenance cost has been INCREASED TO 50%!!!!!
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Old February 12th, 2005, 01:42 PM
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Default Re: Capship Mod

I know... I've seen... but... but... it's... it's... just so MANY of them! Endless lists of engines! Enough engine types to fill a Dyson Sphere!

(The rest STILL looks very good tho.)
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Old February 13th, 2005, 04:36 PM
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Default Re: Capship Mod

Not COMP descr, ABILITY descr. I've made long comp descrs before, and they all worked. It were the Ability descrs that caused me trouble.

Thnx for all the input, guys.
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Old February 13th, 2005, 05:52 PM
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Default Re: Capship Mod

What I said is absolutely true... go test it. Having descriptions in either place that are too long causes the same problem...
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Old February 18th, 2005, 12:57 PM
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Default Re: Capship Mod

Here's Capship 0.801. It isn't 0.81 since this version is just 0.80 with the revamped GC and a few minor bug fixes.

Test it and tell me what you think about the GC.
Attached Files
File Type: zip 333197-Capship Mod.zip (1.88 MB, 184 views)
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Old February 18th, 2005, 02:42 PM
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Default Re: Capship Mod

Just happened to glance through the components and found this:

Code:

Ability 1 Type := Palace
Ability 1 Descr := The robots do not respond well to unknown situations - so they're experiencing 20% less accuracy.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Robotic Troopers are placed at the very front lines, to protect the more effective infantry behind them.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0


The first ability will have no effect because it's a Palace and has a zero ability amount anyway, and the second will have no effect because troops don't take partial damage.
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Old February 18th, 2005, 03:32 PM

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Default Re: Capship Mod

The first is just a description placeholder; the actual effect is elsewhere.
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Old March 4th, 2005, 06:01 AM
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Default Re: Capship Mod

I think ships with high LS and low CQ requirement, and at least 30% or so cargo storage, as I'm not plannning to go for shipboard cargo storage for quite some time, so I'll make a dummy storage comp with the name Cryo-Chamber or something. Sleeper ships will use lots of supplies, to run the cryo-chambers, but will have good speed.

And as for cargo transfer between systems, you ask, as there will be no cargo ships soon? Simple. RLVs. Store them on on-board bays on your solar sail ships or sleeper ships and use them to traverse the warp points.

edit: note: RLVs are fighters.

edit 2: I think I'm going to make solar sail ships smaller, cheaper, shorter-ranged ships that you can use for any number of reasons for almost any purpose. I think I'm going to make the big, expensive sleeper ships the only possibility for people to colonize new extrasolar planets. I think I will make an RLV module with a colony pod, but I'm going to make the required RLV so big that you can't carry it across warp points with solar sail ships or sleeper ships. Sleepers will be your only extrasolar colonizers.

Oh and I think that while sleeper ships use lots of supplies, they will also be able to store lots of them, and later on they will use less and less, and perhaps even get QR ability, for maximum operational range. They will still be big, slow moving juggernoughts.

Hmm..... methinks of massive campaigns where you dispatch massive slow fleets of sleeper warships to a destination and that the actual battle takes place years later? (Grebulon base on Rupert anyone?) Methinks solar sail ships and RLVs will rendezvous with the fleet while it is still in your territory to give it, say, fighters or support RLVs or support SLVs that were not ready when the fleet was dispatched? Methinks of solar sail interceptors, ready to swarm sleeper warships in large numbers as soon as you see them.....

Methinks a lot.

Methinks me would like to play this mod had it been already finished and created by someone else.
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Old February 17th, 2005, 10:08 AM
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Default Re: Capship Mod

Thank you, Kerensky... and as for the full version, I think that 1.00 will be human player ONLY. Maybe it won't be, but I doubt it. In the end, I hope to have a totally different gameplay experience, with very little stock comps left.
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Old March 3rd, 2005, 05:01 PM
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Default Re: Capship and Realism Mod Construction

That's my intention. I'm creating an SLV - that's Single-use Launch Vehicle if you didn't know. In other words, a plain old space rocket. And those don't get used twice. So I used a drone for the SLV to assure its disappearance.

edit/add: And I'm using fighters as RLVs - Reusable Launch Vehicles, i.e. space shuttles. Ships will come later as solar sail craft, sleeper ships etc.

Btw, the idea for Realism was originally devised as a part of Capship. Perhaps later I'll combine the two - so you'll start out with Orbital SLVs and later fly COMCAs and perhaps even DCOMCAs between star systems.

edit 2: This means that I'll be working on two mods at a time now - though Realism will go faster. This means that playable/testable uploads will be few and far between. Do not expect any new versions of either mod anytime soon, unless I choose to upload a very preliminary version of Realism for a first look or problem finding.

Also note that BOTH mods require Image Mod Version 24c. Realism does not use 24c pics yet, but I think it will.
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