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February 11th, 2002, 04:57 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)
I like it.
Other races such as the Y Vong and the 8472 should also have plagues as an important part of their arsenal. Maybe even the dreaded lev 5.
Finding the cure in ruins sounds good, too bad the plague can't remain dormant for some time. If someone else finds the cure first you may be forced to do some crazy trade to get a working med ship with the cure.
Hmm races with "Standard SE4" would still get normal plague weapons/med bays, maybe I sould lower that to lev 4.
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February 11th, 2002, 05:29 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I was hoping you might lower the standard to Level IV med bays, makes the Drahk plague (and others) more deadly.
I left it as a ruin tech so it could only be found, but there is no reason we couldn't make the medical tech absurdly long (like up to level 50) and if someone really wants to research it all the way out, knowing there is no other bonuses in between 4-49, then let them spend the time and $$ to research a cure. This way the ruins are still there for a quick fix - plus it may give someone a valuable trade commodity, or make their ships target for takeover!
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February 12th, 2002, 09:32 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Will we be including 'hyperspace' drives that will actually allow units to create warp points?
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February 13th, 2002, 02:05 AM
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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)
I'm not sure, but warp manipulation components probably won't work on sats or fighters.
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February 13th, 2002, 03:23 AM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I was thinking of a 'ship only' component, and if I get some light shed on the Unique component thing then we can limit it to larger ships!
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February 13th, 2002, 04:58 AM
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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)
Sorry but ISTR those restrictions were something only mentioned in the headings and never implemented.
The only way to restrict a comp to big ships would be to make it very big or need so many supplies that con only come from a large reactor.
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February 13th, 2002, 03:11 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The supply thing is a good idea! Though a person could use a fleet pool supplies, they would still have to seperate to activate the gate and would need extra supplies! Pure genius! Could also make a slightly heavier reactor with a bit more supplies for jump cabable ships.
Now next Q. Can we program the AI to close the gate after going throguh? Would have to rely on humans to be honest though, unless they finally make a Warp Point that will auto collapse after X number of rounds (in this case 1)! Would love that ability and the ability to make delayed arrival Warp Points!
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