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February 8th, 2002, 07:01 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ion Beams - Shouldn't they just kill supply. I' kinda certain that damage type is available, but I haven't checked in some time.
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February 8th, 2002, 07:29 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Ion Beams - the extra ability for them to disable will be?
That has to be boarding defense, because of the damage types available.
Otherwise you can't shut down weapons and shields at the same time.
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February 8th, 2002, 08:00 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Ion Beams can damage:
*Life Support
*Bridge
*Aux. Bridge
*Shield Regenerators (or shield generators that include regeneration ability)
*Point Defense Cannons
(Different races and Groups may have their own Versions of these comps, and all of them will have to include the boarding defense ability (unless they are specifically invulnerable to ions, eg living ships). Not sure if hide it or make it look like an advantage.)
The "disabled" target will be dramatically slowed down and unable to raise shields or shoot down fighters.
Then a slow and vulnerable assault shuttle (fighter) can safely aproach and board it.
The target woud still be able to fire its main weapons, but their chance to hit a fighter are low.
Boarding parties would still have to overcome crew quarters innate defense to be succesful. (And big ships will have many crew quarters, making them harder to board)
After the battle, (boarded or not) total damage of the disabled ship would be relatively low and could be rapidly repaired.
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February 8th, 2002, 11:27 PM
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Major
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Join Date: Oct 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Ok, now what was the final call on engines?
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February 9th, 2002, 01:44 AM
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Major
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Join Date: Apr 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
All we have to do is choose a different "useless ability" for each engine size.
I made SW engines of the same sizes of B5 engines (at least the same sizes of fission engienes) so they could use the same abilities.
I also made different sizes of shields, so we may need to add them other "useless abilities"
Take a look at these pics:
http://se4kdy.cyberwars.com/temp/sw_pics.zip
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February 11th, 2002, 12:38 AM
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Major
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Join Date: Oct 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Engines and reactors changed a little in the B5 Mod. I also took your advice and gave the different engine types a facelift (each group looks different now). The reactors will have to wait until after I finish the rest of the weapons and components (another 78 to go)
All the latest data files are now compiled in the latest update - though it does not include any components from standard SE IV that the mod won't be using (such as the SE IV weapons). Med Bays have also been updated.
B5ModUpdate.zip
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February 11th, 2002, 03:43 PM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Before anyone points this out, just realized I accidently genned out the Med Bays to X and Advanced Med Bay to 15. To make the Drahk plague work properly, delete Med Bays V-X and in the text for the Advanced Med Bay change all '15's to '5's. In effect, this makes a plague level 5 the Drahk plague and it can only be cured by finding the 'Cure for Nano-Virus' in a ruins. Another thing to mention, the plague bombs go from I-X, but only achieve Plague 4 (with varrying damage and range) and the Drahk Plague I-X goes from Plague 3 to 5, allowing them to start with a more powerful plague than anyone can easily cure right away (if they choose to use it) and lets them develop the dreaded Plague 5.
Not sure how you want to handle this in the Sci-Fi mod, it's too bad we can't increase to Plague 6 
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