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February 16th, 2002, 06:39 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I know about the getarounds, to work properly mod all systems to have 1 and only 1 star.
But adding that ability should be really for thosue that can alter the source code. And would make reactors something different from strong solar colectors.
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February 16th, 2002, 07:52 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Acutally, you just need "at least one star", since the reactors have generation = capacity, and the generators are the only supply storage on the ship.
You can still have binary & trinary systems.
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February 17th, 2002, 09:06 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Laser colors:
Apparently the color (wavelength of the visible part) has nothing to do with strength of the weapon, but it's only used as an ID method.
Rebels use red lasers and Imperials use green ones in all sizes and weapon mounts, from a fighter or mechanized troop small cannon to the Death Star main weapon.
The question is: is it worth it to make different Versions of the same weapon that only fire in different colors?
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February 17th, 2002, 09:17 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: The question is: is it worth it to make different Versions of the same weapon that only fire in different colors?
Is it worth it in order to get really cool looking battles?
Since its only a cut-and-paste thing, I'd say go for it.
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February 26th, 2002, 07:34 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I'm thinking about the facilities.
It has been pointed before that killing planets and pop is too easy. Some ideas about that were adding planetary shields, increasing power of weapon platforms and increasing hitpoints of pop.
Now IIRC you were considering appliying some of these ideas in the B5 mod, right?
But in starwars killing pop seems to work very similar to SE4.
It's easy to kill all pop using standard weaponry, and if the planet is shielded,bombarding it is completely useless.
Many attack on planets depend on sabotage missions to take down the planetary shields before the attack. Eg Camaas, and even Endor (although the attack wasn't on the planet itself)
But neither Bab5 or Trek have planetary shields.
This is what i was thinking, Bab5 and STrek have some shields as a second ablity in normal facilities, while SWars have special facilities. That way SW planets will be more vulnerable and easy to kill if unshielded but better protected shielded, while still having their "unique" planetary shields.
Putting numbers to all planetary shields would be the ral problem.
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February 26th, 2002, 07:44 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
BTW what happened with Terran's and Fyron's interest in the Trek part?
Are you trying some things?
Don't feel intimidated by our opinions/suggestions. Not enough time?
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February 26th, 2002, 06:49 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Whichever idea y'all like would be good.
I was thinking about upping the pop damage, but haven't done anything as of yet. I had also wanted to make it so you would need to use planetary weapons to attack planets, so normal lasers couldn't do anything. Maybe the planetary shields built into all facilities are the best idea, then upping the damage on planetary barrage weapons. Meshes pretty well with the SW shield idea.
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