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  #1  
Old July 29th, 2001, 03:57 PM

Ed Marshall Ed Marshall is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

All good ideas.

Unfortunately, they will probably never be implimented. Maybe SEV, perhaps. I am , however, planning on adding neutron beams to my mod. And I am making boarding actions a very important part of tactical combat right from the word go.

Imagine a space-faring race spending years trying to figure out how to board an enemy ship. That should be a tech they start with.
I've also added ground infantry....another starting tech. I'm only a few weeks into the mod, but I should have something playable in August.
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Old July 29th, 2001, 05:29 PM

MKSheppard MKSheppard is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

:Grins:

I added Infantry as a starting tech, along with Power Armor as an intermediate tech
you get with Small Troops (cheap alternative
and all that).

I've also added:

HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship

TRAINING BRIDGE: Not tested yet. Like
holodeck above, but for a fleet. Takes up
150kt of space, so it's better to build special
"training" ships to train cadets with, rather
than putting one on each BB.

External Supply Pods I to III: Holds
about 60% of what normal Supply Compartments
hold, but takes up only 5kt of space. The downside? It acts as 5kt of armor too. Get
in a battle, and watch your external supply
pods get turned into vapor, stranding you

External DU Gunpod I to III: For fighters/troops. As powerful as a normal
DU cannon of that level, but only takes up
1kt or 2kt of space. Fires once every 30
turns, simulating the limited ammo in
gunpods.

I have more...
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  #3  
Old July 29th, 2001, 08:40 PM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
Originally posted by MKSheppard:
HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship



im not sure if this is facility only, or if you can put it on components. you should be able to have them increase the bad event chance though.

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Old July 29th, 2001, 11:22 PM

Ed Marshall Ed Marshall is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Also, I don't think that any component that isn't an engine or a weapon will use supplies. Then again, I'm not exactly sure, so, correct me if I'm wrong.

I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.
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Old July 29th, 2001, 11:39 PM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)

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  #6  
Old July 30th, 2001, 12:00 AM
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Krsqk Krsqk is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)
It definitely uses supply--so much so that you either need Quantum Cheesies or a repair ship with massive supply storage and solar collectors in the same fleet.

Since this component wouldn't be "used," you could probably just give it a supply storage capacity of, say, -2000 or so. (Don't know what would be reasonable; that's just the first number that came to mind.) I didn't realize you could put Ship Training and Fleet Training as component abilities--I thought they were facility-only. If they work on components, they should work for every ship in the same sector, according to the abilities.txt file.

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Old July 30th, 2001, 12:05 AM

MKSheppard MKSheppard is offline
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.


The armor effect is a 'bonus', gained from
having the stuff on the exterior, between
the hull and space, acting in effect, as
de facto armor.
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