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  #1  
Old April 21st, 2008, 01:32 PM
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Default Re: DN5.06 Fix list

OH, great. And I've been playing 5.04 for the past couple of months. I like the mod; I hope the fixes don't mess up my game.
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Old April 21st, 2008, 01:46 PM

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Default Re: DN5.06 Fix list

Quote:
gregebowman said:
OH, great. And I've been playing 5.04 for the past couple of months. I like the mod; I hope the fixes don't mess up my game.
I want to put out a patch version for existing games but I came across something that may not allow that to work. I have to do some more testing but it looks like SEV won't allow for any changes to the TechArea.txt file to an existing game.

If that truly is the case, then yes, 5.06 will bork your exisitng game. I'll be sure to let you know more.

How are you finding 5.04?
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Old April 21st, 2008, 03:11 PM
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Default Re: DN5.06 Fix list

Looking for ideas for specialized mounts, eh?

How about these:

Efficient Engine Mount - Reduces size and fuel consumption of engines, but increases their cost. Usable on scouts and cruisers.

Sniper Gunnery Mount - Increases range and accuracy of direct fire weapons, but also greatly increases their cost and size. Works best if weapons have a "blind spot" where they can't fire at ranges below, say, 10km - then the sniper mount would extend that blind spot as well as the max range of the weapon! Could work with any ship size.

Bombardment Missile Mount - Increases range and damage of missiles. (According to Devnullicus, this will actually work properly in SE5!) Increases size and cost. Usable on destroyers and dreadnoughts.

Carronade Gunnery Mount - Decreases range of direct fire weapons but increases their damage. Usable on frigates and battleships.

Reinforced Armor Mount - Significantly increases HP of armor and increases cost somewhat. Usable on baseships.

Miniaturized Electronics Mount - Reduces tonnage of electronics (sensors, scanners, ECM, cloaking devices, master computers, etc.) but greatly reduces their HP. Usable on scouts, frigates, and cruisers. Works best if these components are designed to be too big to fit reasonably on smaller hulls (say, anything smaller than a cruiser) - then cruisers become REALLY good at electronic warfare while destroyers, with their bombardment mounts, become the heavy hitters until you reach battleships and above!

Bulk Quarters Mount - Greatly decreases the cost of crew quarters and life support, but increases their size. Usable on colony ships, freighters, carriers, and worldships.

Planetoid Reactor Mount - Greatly decreases the cost of quantum reactors, but increases their size. Usable on worldships. Works best if quantum reactors are too bulky for all but the largest ships. Usable on worldships.

Hyper Beam Mount - Greatly increases the size and cost of beam weapons, but phenomenally increases their damage and increases their range as well. Decreases accuracy. Usable on baseships (even if there's only room for one beam per ship!) and worldships - think Death Star laser!

Oh, and by the way, if you can't increase the shield generation of shield generators with a mount, you can always reduce their tonnage and/or cost!

Ooh, and what if there were mounts only available through certain racial/unique techs? Like a High Energy Focus beam weapon mount available only through Crystallurgy?
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Old April 22nd, 2008, 02:09 PM

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Default Re: DN5.06 Fix list

Nice!
I like these ideas. Combined with the Destroyer-only Bombardment mount would make Destroyers very viable for a long time.

Now if only the Get_Vehicle_Tonnage function would work with mounts. I wanted to make the Spinal Mount work like the Deathstar weapon. It would make all but the smallest weapons fit only 1 per ship but the bigger the ship, the bigger the weapon.

I want to keep mounts mostly dependant on Theoretical Tech. Do you have suggestions for these? In addition to the ship size tech requirements?

I think this would work well if the Quantum Reactor and sensors in general were all boosted in size too. That'll make Curisers the best option for mobile command centres.
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Old April 22nd, 2008, 08:00 PM
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Default Re: DN5.06 Fix list

Thanks

You can do spinal mounts the way you want, you just have to have a different spinal mount for each hull size

Do you plan on having leveled mounts that increase in benefits / decrease in drawbacks as tech advances?

I'd see these as the most logical pairings for mounts and theoretical techs:

Efficient Engine - Industry and/or Physics

Sniper Gunnery - Military Science and/or Physics

Bombardment Missile - Military Science and/or Physics

Carronade Gunnery - Military Science and/or Chemistry

Reinforced Armor - Chemistry and/or Physics

Miniaturized Electronics - Industry and/or Construction

Bulk Quarters - Psychology, Biology, and/or Chemistry

Planetoid Reactor - Physics and/or Astrophysics

Hyper Beam - Physics and/or Astrophysics
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Old April 23rd, 2008, 03:59 PM

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Default Re: DN5.06 Fix list

Quote:
Ed Kolis said:
Do you plan on having leveled mounts that increase in benefits / decrease in drawbacks as tech advances?

yes. So far, each mount has 10 levels.
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Old April 24th, 2008, 01:52 PM
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Default Re: DN5.06 Fix list

Quote:
bearclaw said:
Quote:
gregebowman said:
OH, great. And I've been playing 5.04 for the past couple of months. I like the mod; I hope the fixes don't mess up my game.
I want to put out a patch version for existing games but I came across something that may not allow that to work. I have to do some more testing but it looks like SEV won't allow for any changes to the TechArea.txt file to an existing game.

If that truly is the case, then yes, 5.06 will bork your exisitng game. I'll be sure to let you know more.

How are you finding 5.04?
I'm liking it fine. since I only get to play every so often, I've played this since I first downloaded it. The tech's a little different, but not in a bad way. I haven't really noticed any glitches, but any improvement will be good, even if I have to start over with a newer version.
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