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February 14th, 2005, 04:31 PM
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Major General
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Re: Capship Mod
Make projectiles skip shields, torps skip normal shields and energy weaps (beams, plasma missiles, and such) skip none unless specified. Projectiles are pretty strong in the early game, but are still important later as you get access to ridiculously poweful weapons in comparison to DUCs. Energy weaps will be very strong and smaller than projectile, but will as said not skip unless specified. Torps are in between; skip noraml, do medium damage at medium size. Torps will be moderately effective later, with phased shields because they're smaller than projectile and stronger than energy.
Thnx for the info. Damn...
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February 14th, 2005, 05:40 PM
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First Lieutenant
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Re: Capship Mod
One quick way to maintain balance would be to make projectile weapons use a lot more supplies than energy weapons and make thier ROF slower. That actually seems to be fairly realistic.
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February 14th, 2005, 05:45 PM
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Shrapnel Fanatic
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Re: Capship Mod
Having a mix of good, supply sapping weapons, and not-so-good, supply-saving weapons can come in handy.
You can then have customized defense ships, slinging thousands of supplies per turn into the combat while sitting in orbit of a resupply depot.
On the other hand, your attack ships will have to use the supply-saving weapons in order to fight more than one or two big combats.
You could also have some attack ships clear a path to the enemy lines, and bring in the powerful defense ships to back them up for a single major warppoint or homeworld battle.
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February 19th, 2005, 11:48 AM
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Re: Capship Mod
And it is ABSOLUTELY CERTAIN troops do NOT take partial damage, even if you're bringing a 250kT Army?
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February 19th, 2005, 11:56 AM
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General
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Re: Capship Mod
Units never take partial damage: either they are fully destroyed, or they are fully operational. So, if a unit with 500 hitpoints take 495 damage points, it will be fine... until it takes 5 more damage that is.
The first unit of a stack is the first to be destroyed, so until the first unit is gone, all the others are safe. Then the second unit will be targatted, and so on.
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March 7th, 2005, 04:53 PM
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Re: Capship Mod
Perhaps..... but I now think that no lag is GOOD, and that Ansibles are, well, bad, and that we should NOT go around wishing for them. I'm happy with the way the game is now - for the most part.
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March 8th, 2005, 06:13 PM
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Major
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Re: Capship Mod
I just meant that if there was a time lag, or a way to simulate it, something like the Ansible would be cool to research later on in the game.
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February 18th, 2005, 04:32 PM
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Re: Capship Mod
Ah, thank you.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
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March 7th, 2005, 08:20 AM
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Re: Capship Mod
I will not mod in Ansibles, as I'm trying to make this mod as realistic as possible - why else do you think its name is Realism - and you start with technologies we already have, and some of the first techs you discover are actually technologies we already utilize.
So, I'm sorry, no Ansibles.
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March 7th, 2005, 01:56 PM
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National Security Advisor
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Re: Capship Mod
Quote:
StrategiaInUltima said:
I will not mod in Ansibles, as I'm trying to make this mod as realistic as possible - why else do you think its name is Realism - and you start with technologies we already have, and some of the first techs you discover are actually technologies we already utilize.
So, I'm sorry, no Ansibles.
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Given that SE4 doesn't model communcations lag, you've got them whether you want it or not. 
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