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  #1  
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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Old July 30th, 2001, 12:00 AM
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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

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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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Old July 30th, 2001, 04:58 AM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Positive Random Event.


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Old July 30th, 2001, 02:03 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)

quote:
Originally posted by MKSheppard:
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.



I know that, and you know that. But, the AI doesn't, and if they don't have a better weight:KT ratio armor, the AI will design ships with external components as armor. So, if armor isn't a starting tech, you will see some weird-*** designs.
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Old July 30th, 2001, 03:07 PM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Lifepods would be particularly cool if SE took a crew's morale into consideration.In fact morale would be an excellent addition:

Each ship could have a morale rating, much like a planet's happiness rating. When a ship is built, it's initial morale would be based on the happiness of the planet/ spaceyard which built it.

A ship with good morale would benefit from small combat bonuses and a slight reduction in maintenence & supply usage (since a happy crew is more efficient).

Poor morale would increase the chances of a crew insurrection suceeding and even make spontaneous mutiny possible. Maintenance, supply usage and performance would all get worse.

Things to improve a ship's morale:
-Battle victories
-shore leave (parking in orbit around a friendly planet for >1 turn.)
-certain empire events (treaties etc)
-training facilities and special "morale boosting" facilities.
-having escape pods on the ship (unless you are playing a warrior race, who might see escape pods as cowardly)
-joining a high-morale fleet

Things to reduce a ship's morale:
-Too long in space without shore leave. (although special components should be available to counter this.)
-Low on supplies
-Committing genocide / destroying unarmed ships/ destroying escape pods. (except for genocidal/ emotionless races)
-Special "anti-morale" intel ops and psychic weapons.
-taking damage in battle (espcially crew quarters, bridge or life support)
-Seeing friendly ships destroyed in battle.
-empire events
-joining a low-morale fleet

Do you think it's worth suggesting this to MM? Maybe it could be added to SE4 one day.

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