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  #1  
Old November 22nd, 2001, 12:08 AM
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Default Re: Devnull Mod is back!

Rollo, I think that is an elegant solution to the problem. I expect Devnellicus would have done it that way originally if he had thought of it and been aware of the problem with the ship designs. The end result is the higher tech engines have a longer range, which is what the purpose was to begin with.

Thanks, and keep the suggestions coming.

Geo
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Old November 22nd, 2001, 01:31 AM
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Default Re: Devnull Mod is back!

Okay, great.
As a matter of fact I have already tried if the changes would work and they do .
Unless you have already changed something else in the components.txt file, here is the fix. It is the original file with only the changes that I suggested below. Maybe that can save you some time.

I will continue with my little test game tomorrow and let you know, if I notice something else.

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Old November 22nd, 2001, 04:09 AM
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Default Re: Devnull Mod is back!

Thanks.
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Old November 22nd, 2001, 10:32 AM
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Default Re: Devnull Mod is back!

A few things I remember about the changes you've been discussing:

Devnull's original intent when reducing the size of supply storage was simple: He thought it illogicakl that a 10kt engine stores 500 supplies but a 20kt supply storage component only stores the same amount. I don't know how (if at all) that afects your files.

Secondly, the fighter damage: This may have been introduced to counter the patch 1.35 fighter stacking bug. (remember that one?)Obviously that no longer apllies. Playtesting may be required to rebalance fighter damage.

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Old November 22nd, 2001, 04:04 PM
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Default Re: Devnull Mod is back!

quote:
Originally posted by dogscoff:
A few things I remember about the changes you've been discussing:

Devnull's original intent when reducing the size of supply storage was simple: He thought it illogicakl that a 10kt engine stores 500 supplies but a 20kt supply storage component only stores the same amount. I don't know how (if at all) that afects your files.

Secondly, the fighter damage: This may have been introduced to counter the patch 1.35 fighter stacking bug. (remember that one?)Obviously that no longer apllies. Playtesting may be required to rebalance fighter damage.


I agree on the fighter thing. That thought had occured to me also that fixing the fighter stack bug made some of those changes uneccesary. It's a simple enough matter to just change the damage amounts back to what they were originally, but the problem comes in with balancing that against other changes made in different areas. I have to proceed carefully there.

On the first point, he didn't change the size of the supply storage component as far as I can see. He maade the higher tech engines store more on there own. If the problem was that the engine shouldn't store more that a supply component twice it's size, I wonder why he made the supply storage of the engines higher. The seems to make the problem worse IMHO, even assuming he didn't know about the bug with the design minister using engines as supply components.

Any thoughts?

Geoschmo

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Old November 22nd, 2001, 04:58 PM
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Default Re: Devnull Mod is back!

Hmm. I could have sworn supply storage in Devnull was only 10kt. It was very handy for filling in thos 10kt gaps on small ships. Ah well.

The 500supply in 20kt engine vs 500kt in 20kt storage is a good point though. You could solve both problems at once by reducing supply storage to 5kt / 250supply.


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  #7  
Old November 22nd, 2001, 05:23 PM
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Default Re: Devnull Mod is back!

Supply storage was 10kT for 250 supplies, prior to the changes I suggested yesterday. However, in order for the design minister to function correctly the lowest supply storage must have at least as many supplies as the highest engine.

As to why 20kT of storage can only hold as many supplies as a 10kT engine... uuuhm... let's just say that the larger part of the engine (including fuel tanks) it put outside the ship, the 10kT account for the controls and fuselage (or whatever) inside the ship .

I have a couple of more things that I found, I'll post them later (if I just wasn't such a slow writer).

Rollo
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