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  #1  
Old August 31st, 2001, 09:39 AM
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dogscoff dogscoff is offline
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Default Re: Weapon modifiers need fixing

Sounds like a good mod. What have you done about the talisman?

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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Work out your code at http://www.sandman43.fsnet.co.uk/se4main.htm
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  #2  
Old August 31st, 2001, 11:54 AM
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Default Re: Weapon modifiers need fixing

Keep in mind that the Ai will always use the biggest available mount and the largest available ship so you will end up with dreadnought incapable of hitting anything but planets and starbases.
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Old September 1st, 2001, 01:08 AM

Hotfoot Hotfoot is offline
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Default Re: Weapon modifiers need fixing

Hey Gritsucker! Fancy meeting you here of all places.

As to your mod, it sounds like it would be really interesting, but I'm afraid that I haven't even begun to muck around in files like that. So I'm afraid that this post, like many others that have come before, ultimately fits the equation PC=PC+1

Anyway, keep me posted as to how this goes. Maybe you can combine it with some of the mods that add all sorts of new ship hulls. That would be rather interesting, I would think.

-Hotfoot
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Old September 1st, 2001, 12:54 AM

arthurtuxedo arthurtuxedo is offline
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Default Re: Weapon modifiers need fixing

dogscoff - Ignored it I'll think up something to do with it later, but for now I don't need to because I'm only using the mod for myself and neither I nor any AI player (that I know of) uses Religious Tech.

Mephisto - Yeah, I did find that out actually when I saw that the AI had no weapons on any of their ships except the big ones because massive mounting a DUC takes 360K (or something like that). I also found out that the AI will always try to build the biggest ship they can, so I can't give all the ships at once because in the beginning it takes over 1000 turns to build a Command Ship (10,000 Kt). I suppose I could have standard SEIV mountings for the AI and the modded ones for players (racial tech "Is a Player" maybe). I'm working the kinks out.

Hotfoot - I-War board, right? I'd like to come up with new techs and combine it with other mods and whatnot, but I just don't have the patience to wade through research files. I enjoy mucking through components.txt, but messing with the AI research files is something I'm just not willing to do.
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Old September 1st, 2001, 01:11 AM

arthurtuxedo arthurtuxedo is offline
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Default Re: Weapon modifiers need fixing

OK I just tried the "Is a Player" idea and it appears the Weapon Mountings appear and are usable even if you put

Number of Tech Req := 1
Tech Area Req 1 := Is a Player
Tech Level Req 1 := 1

Can we have a fix for this too, please?
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  #6  
Old September 1st, 2001, 03:32 AM

Phoenix-D Phoenix-D is offline
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Default Re: Weapon modifiers need fixing

The obvious question is,

Does the AI HAVE the Isaplayer tech?

Barring that, the easy way out is to set a "normal" mount at the end. 100 damage %, 100 size %, no mods at all. since the AI always uses the Last in the list as long as it will fit..

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  #7  
Old September 1st, 2001, 06:21 AM

arthurtuxedo arthurtuxedo is offline
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Default Re: Weapon modifiers need fixing

Really? Last in the list, huh? OK, I'll keep that in mind.
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