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Old September 27th, 2007, 04:30 PM
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Default Re: Infinitech Mod Starting

Quote:
Santiago said:
How much turn processing slow down would that cause? If any?
Probably quiet a bit. Every module with a huge equation can turn into quite a few instructions. Sure, computers can process millions of them a second, but when ever module has dozens and there's dozens of modules on each ship alone and then hundreds or thousands of ships in the universe, that can get very very messy.

Anyway...I got an e-mail back from Aaron that said he's looking into fixing Planet Maximum Population. It works on components but not on facilities and that's weird. Of course, having habitation components for starbases opens up something else entirely but we'll see.

Makes me want the next patch real bad already.

Anyway...now I'm adding leaky defenses. I love how the new damage system works. The idea is that early defenses are leaky to everything while newer stuff gets less leaky. Everything also has a counter and you can research stuff to specifically penetrate specific kinds of defenses.

I also managed to put in teleporting munitions. The idea is, once you research technology that allows you to teleport stuff, the obvious step is to drop explosives, viruses, and mean little robot dudes directly into the enemy ships. They bypass all defenses. Of course, they take lots of energy to use.

There is one type of "shield" that every other weapon penetrates that only gives 1 point of defense. It's called a Teleport Negation Field and it prevents all damage from teleporting munitions. Neat idea, I think.
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