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June 5th, 2002, 10:33 PM
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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
Finally I have made cargoless colony comps, they seem to work OK as far as design is concerned  ... but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... 
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June 5th, 2002, 11:14 PM
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National Security Advisor
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
"but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... "
Look in settings.txt, there's an entry to make colonies start out with a certain amount of population.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 6th, 2002, 06:08 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
I was using DavidG's Tech/Facility/Component Viewer, and I think I found 2 small bugs:
1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.
2) ECM III, IV, and V all come at Combat Support level 3.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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June 11th, 2002, 04:24 AM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
So what is going on with this mod?
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June 11th, 2002, 04:29 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.
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I reccommend making the Military grade engines slightly smaller, rather than increasing thrust.
That will give you finer control over the value difference between the engine types.
__________________
Things you want:
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June 11th, 2002, 06:42 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
Quote:
Originally posted by ZeroAdunn:
So what is going on with this mod?
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Still working on the next Version. I have NOT abandoned it
Derek
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June 11th, 2002, 06:53 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
Quote:
Another question. I noticed in the new mod 1.08 that the external mount missles were supposed to be taken out. However, I noticed that I can still research them. Should this be so? Or am I thinking that something completely different was taken out.
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The mounts were taken out, were similiar to the mounts for weapon types, in that you could have the smae weapon, PDC for example, as a heavy mount, or large, or pulse, etc...
Mounts for missiles don't work correctly, and it is a hard code issue, so nothing I can fix.
External mount missiles were/are entirely different components. They are single shot missiles, (reload time of 30), that take up on 10 kT of space as opposed to regular missiles, with 40 kT(IIRC) of space. So, you can load more of them, but once they fire, they are done for that combat. It simulates a large number of missiles in tow, or mounted externally to the the ship, and are used to overwhelm the enemies point defense in the initial barrage.
Derek
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