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  #1  
Old January 24th, 2002, 06:23 AM

Andrés Andrés is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I added the Babylon 5 engines and reactors posted in the B5 mod thread.
They seem to work fine with the custom ship sizes I had made. Still have to try the "useless ability" solution to the large sized engines proposed in that thread.
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  #2  
Old January 24th, 2002, 04:20 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hey, do you guys want me to generate a population modifier scheme for you?

In the B5 thread, I posted a 350KB file (SE4 handles it no prob) to paste into Settings.txt

What it does, is:
a) Plantary construction starts at 10%, and increases by 1% every 50M people. Homeworlds get about 400% Production, while new colonies are very slow builders. (Fear the Sphereworld!)
b) Resource production rapidly increases to 200% production, then fades back to 50% as the population grows into the multi-billions. The actual curve is a streched sine wave.

Any simple pattern you want can be done, and I can generate previews for you to compare.
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Old January 24th, 2002, 06:40 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Once we add the 'useless abilities' to the engines, you'll be able to cut and paste it over

Hoping to have weapons done in the next week or three...
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Old January 25th, 2002, 06:14 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Those population modidifiers seem to be meant to give more importance to homeworlds. That sounds realistic for B5 and ST, but not for SW where a single planet as unimportant an in SE4. Too bad settings.txt affects all races.
Sounds interesting, but it's not one of my priorities. And even if it is we could just use the same modifiers you posted there.

Yep I was considering making engines of similar sizes for SW races. Maybe they should use the same "useless abilities" to make patching easier.

I'm slowly working on SW techs, and the B5 mod seems to be progressing well.
Now we need someone able to work in Star Trek technologies.
Atrocities? anyone?
Come on I know there are a lot of trekkies out there!
Even if you don't have experience modding you should be able to discuss and give your oppinions here.
I have a few trek weapons copied from that Babylon Trek Wars site. Just need someone to revise them, divide them by race, order them in a tech tree, and add a few more if necessary.
Add Trekkish engines, shields, sensors and other miscellaneous techs.
Many races have too few ship sizes. Some have only 1 or 2.
Propose more sizes to make races more functional. (That doesn't mean giving the Federaion, SSD sized ships. Contrast between races is good.)
Also I had ordered ships by size, but some are supposed to be small and advanced, reorder the techs and give those sizes some advantage such as to hit bonus, speed bonus (less engines per move for their size or mov bonus) or some other built in ability.
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Old January 25th, 2002, 04:46 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

What kind of spread do you have on weapon damage?
If its not too great, you could try the crystalline effect for trekkie shields.
Get them to deflect 90% of the damage of most weapons back into the shields, but make the shield generators "armor".
When you make ablative armor, it should have fewer hitpoints than the shield generator "armor", so that it gets hit first... that means the ablative components must be smaller in order to maintain a good HP/KT ratio.

PS: regarding the pop modifiers, my point was that I can easily change any of the parameters. If you want SY rate to increase rapidly and reach a max early, no prob. Any function that I can type in to the computer is fair game.
The big thing here is that I can generate 2000 modifiers, so you get smooth production increases.
Only a 1% change between any two modifers if you want.

[ 25 January 2002: Message edited by: suicide_junkie ]

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Old January 28th, 2002, 10:19 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Has there been any thought of adding stuff from other scifi universes after the babtrekwars stuff is compiled?
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Old January 28th, 2002, 10:54 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Honor Harrington: Puke was talking about this at one point, don't know if anyone is working on it though.

Starfire Universe: Pres Elect Shang was talking about this boardgame (if I remember correctly) that was the inspiration for SE IV, would be fitting to be added at some point No work on this as far as I know.

Battlestar Gallactica: Cyclons and Colonials are both viable, though there aren't any special weapons for them as of yet.

Andromeda: Someone mentioned this in passing, but nothing has been said about it since.
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