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May 14th, 2002, 10:38 PM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Oops, one Last thing, Derek mentioned that the mod update is done, just not available for uploading on this formum. Is it available to upload somewhere else. Thanks
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May 15th, 2002, 01:09 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Well, here you go. The latest Version, v1.04 is up.
Located here
Derek
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May 15th, 2002, 04:56 AM
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Derek:
Just FYI, I dont believe the Missile mounts are functioning properly. I did some tests with your mod and one of my own using Missile mounts that did increased damage and the extra damage doesnt appear to be added.
This was something I recall from the initial release of SE4 and it doesnt appear to have been implemented.
You can run some tests yourself (it works best if you REALLY increase the damage so that you can easily see if they are getting it or not) and if there is something I'm missing, please let me know.
Thanx,
Talenn
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May 15th, 2002, 05:12 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Just because:
I think I have Star Wars fever, and therefor am starting a campaingn of conquest of a new galaxy utilizing the Star Wars Empire ship set which conviently contains extra ship styles to accomadate the Derek's Mod extra ship classes nicely. I like variety. Unfortunately, there are only three troop types. Derek, What are the odds that you might add a few more, ie: infantry (a bunch of pee shooter bearing grunts that serve as track pads) and huge troops (those majestic ironclad behemoths that instill mortal fear in those common folk that don't know any better -without firing a shot) so that I may utilize some of those cool stormtroopers and AT-AT's. I really like your fighter concept, and it adds nicely to creating specialized units, I would like to extend that to the ground pounders.
Maybe like in PvK's proportions, you could manipulate those track pads into cannon fodder masses(cheap, but sure can hold their ground - defense bonus) and specialized infantry with some to hit and defense bonuses, but really expensive(something that could be greatly utilized in cargo holds of a gunship sized fighter and dropped covertly past enemy planetary defenses.)
Breakdown:
Infantry *TL I (Pea Shooters)
Small Troops *TL II (Light and Heavy Weapons)
Medium Troops *TL III (LW and HW, armor and other gizmos, ex: IFV's)
Large Troops *TL IV (tanks and artillery)
Specialized Infantry *TL IV (special forces, rangers, recon)
Huge or Behemoth Troops *TL V (Toys R Us on the go)
Also, I don't know if I requested this before; but, what about adding boarding party components to be utilized on gunship sized fighters, perhaps the ability to land troops on planets too(see above example of special forces). I don't know if this would be hard to mod in, it sure would be cool though.
Did I mention that this is an excellent mod. Bravo. So what do you think about those troops. Thanks.
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May 15th, 2002, 05:34 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
As for the ground troops, ground combat has never been a big thing for me in SEIV, so that wasn't high on my priority list. I will be getting to it, perhaps in the next release Version.
Boarding partys on gunbaots worry me, since I'm not sure how the AI will handle it. Could be interesting. I will look into that. What will most likely happen is that the boarding party component will be so large, it will render the gunboat useless for most other things, in order to prevent the boarding parties from being put onto the smaller fighters.
Quote:
Just FYI, I dont believe the Missile mounts are functioning properly. I did some tests with your mod and one of my own using Missile mounts that did increased damage and the extra damage doesnt appear to be added.
This was something I recall from the initial release of SE4 and it doesnt appear to have been implemented.
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I remember that, back in the days of the original Derek's mod. I'll check it out, and let you know.
Derek
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May 15th, 2002, 05:43 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Thouroughly depressing. The HE missile mounts decrease the range of the missiles, as I wanted them to, but it didn't increase the damage. I'll have to come up with another scheme.
Derek
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May 15th, 2002, 06:52 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by Derek:
Thouroughly depressing. The HE missile mounts decrease the range of the missiles, as I wanted them to, but it didn't increase the damage. I'll have to come up with another scheme.
Derek
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Having a HE mount doing double damage for only -2 to range without additional space/cost needed seems somewhat unbalanced IMHO...
(edited, I streamlined the idea ) :
Why not trying rather to have mounts change only ranges (considering that bugs prevent damage modifier from working) ?
Create :
* a short range mount : 75-80% size/cost, range -2
* and a Long Range mount : 120-140% size/cost, range +3 or +4 (call this one Long Lance !)
(you can even make more variations...)
We'll basically have a smaller and a bigger missile with same explosive charge and varying amount of fuel.. Neat ? 
[ May 15, 2002, 07:06 AM: Message edited by: PDF ]
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