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May 23rd, 2002, 12:52 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: New Patch?
Quote:
4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions
in Components.txt.
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Now that is a good addition. Should come in very handy!!
Good job Aaron and the beta-testers 
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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May 23rd, 2002, 02:39 PM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: New Patch?
Quote:
7. Changed - Engine Damaging Weapons no longer skip shields.
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IMO this is the best feature in the listed.
This thing will realy balance the things.
A suggestion:
There are three engine-damage weapons: Ionic Dispenser, Ionic Missile and Massive Ionic Dispenser. The first one is fine because its easy to get, the second one is seeking so its fine too, but there is the Massive Ionic Dispenser. I suggest that this weapon will have "skips shields" innit.
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May 23rd, 2002, 02:47 PM
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Colonel
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Join Date: Jan 2001
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Re: New Patch?
"7. Fixed - AI would attempt to add units even when a planet was full."
That's a very important one IMO.
"7. Changed - Engine Damaging Weapons no longer skip shields."
Just when I balanced these weapons in my mod and reduced their effect. Now I have to start again!
[ May 23, 2002, 13:50: Message edited by: Q ]
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May 23rd, 2002, 02:50 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: New Patch?
Taera- I agree. The "massive" weapons are already too weak, with their reload rate of 30. This would give it a little more appeal, IMHO.
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May 23rd, 2002, 03:32 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: New Patch?
I like the fix with the AI moving lst when lst player in tactical, it very rarely if ever does it at present, at least in my games, this makes a big difference, definitly look foreward to it, tks Mephisto for heads up on patch
just some ideas mac
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May 23rd, 2002, 03:53 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: New Patch?
But will the engine-damaging weapons do _damage_
to shields ? Otherwise if I have a specialized engine-killing ship, it will be absolutely useless even against puny Shield I !!!
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May 23rd, 2002, 03:53 PM
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Colonel
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Join Date: Jan 2001
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Re: New Patch?
Quote:
Originally posted by Taera:
quote: 7. Changed - Engine Damaging Weapons no longer skip shields.
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IMO this is the best feature in the listed.
This thing will realy balance the things.
A suggestion:
There are three engine-damage weapons: Ionic Dispenser, Ionic Missile and Massive Ionic Dispenser. The first one is fine because its easy to get, the second one is seeking so its fine too, but there is the Massive Ionic Dispenser. I suggest that this weapon will have "skips shields" innit. The more I think about this the less I like it!
I absolutely agree with you Taera that the engine damaging weapons were too powerful. But that's a quantitative problem and can easily modified by decreasing the damage amount, decreasing the weapons range, increasing the reload time, increasing the component size or any combination of these!
But this fix MM made completely alters the quality of the weapons and IMHO makes them pretty unattractive. But the worst is that this is now hard coded and we can't change it!!
If I created or modded a race that uses heavily this weapon type I would be rather frustrated, because the research and design files of this race will have to be significantly redesigned after the Version update.
Why not just add a new damage type (only engines, does not skip shield) while keeping the old one (only engines, skips all shields). That's what you propose for the massive ionic disperser and I strongly agree with you Taera. Then at least we can decide what damage type we give these weapons.
After all patches should add something to the game not remove things!
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