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Old February 12th, 2002, 09:32 PM

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Default 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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Old February 13th, 2002, 02:05 AM

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Default 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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Old February 13th, 2002, 03:23 AM

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Default 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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Old February 13th, 2002, 04:58 AM

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Default 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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Old February 13th, 2002, 03:11 PM

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Default 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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Old February 13th, 2002, 07:54 PM

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

AI seems to handles warp openers and closers in a very chaotic way.
At least you have jump gates in B5.
There's nothing similar to warp points in star wars. You have hyperlanes, known and well cartographied routes where hypredrives can be faster, but you can basically move freely in any direction if you're craeful to plan a route that does not get too close to large stellar bodies.
I can't make an Interdictor that doen not allow enemies to jump warp points or use emergency movement "hyperdrives". Since the only way to block a warp point is by closing it I'll make it a warp closer (and opener at higher level), but the wp won't automatically re-open once the interdictor is destroyed.
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Old February 16th, 2002, 12:25 AM

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

Check out the B5 Mod thread for a vote on what we are doing with racial/weapon techs. Would like y'alls input
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