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Old September 13th, 2002, 07:46 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Trajan:
In Devnull, bases can move tactically, though not stretegically. I wish that there was a way for them to be moved via a Tug unit, say at the rate of one move per turn.
There is no way to have a base be moved on the strategic map by another ship. You could make bases temselves movable on the strategic map. We almost did it a while back but decided they lost their difference from ships though.

Mylon,

Yes, you can mod in a component that will reduce mainteance for a ship.

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Old September 13th, 2002, 08:04 PM

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Default Re: Devnull Mod Gold: updates and discussion

could you mod a component that was destroyed if the base moved? That might simulate a disposable booster rocket being used. Just another thought.
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Old September 13th, 2002, 08:34 PM
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Default Re: Devnull Mod Gold: updates and discussion

good ideas

as geo already said, yes, bases can be made to move. we decided against it during the gold revision, but maybe a strategic movement of one maximum (only one type of engine and no solar sails allowed) wouldn't be too bad. (Hmm, of course bases would then move 2 in combat. Problem, y/n?)

The 'rocket booster' is exactly what the emergency propulsion does. I haven't tested it, but I assume that will work for bases. If you bring along a space yard, you could do this repeatedly. Maybe call that 'Space Tug Bay'.

Expanding the engineering tech is good. What else besides additional repair would fit in? I also like the mainteance reduction, but I am not sure if these will stack. 50% reduction from base + 10% reduction from component = 60% total?

Rollo

[ September 13, 2002, 19:35: Message edited by: Rollo ]
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Old September 13th, 2002, 08:46 PM

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Default Re: Devnull Mod Gold: updates and discussion

bases moving 2 in combat = minor problem.

using emergency propulsion to move bases. Hmm. Can you make it so that only a space yard can repair it? That way an engineering dept. cant be used to give a base unlimited movement. The player would have to use a spaceyard ship or base space yard to make it work every turn.

engineering lvl II = 1 repair and + 10% maintenence reduction. Lvl III = 2 repair + 10% maintenence reduction. Will the maint reduc stack though? I do not know. If the wife allows I may get some time to test the theory.

is it possible to make a component that only repairs certain other components? That would allow for successive engineering components that eventually will repair any type of component. Maybe the first repairs only engines, then engins and weapons, then engines and shields...etc...

Just more storming of my brain.

CHeers!
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Old September 13th, 2002, 08:52 PM
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Default Re: Devnull Mod Gold: updates and discussion

If you add standard movement to bases simply take away the tactical movement. I am pretty sure you should be able to set it up so that you can have a standard engine or a tactical engine but not both.

If you are concerned about killer starbases roaming about wiping out fleets and planets, you could even make the engine that moves them in strategic have some horrendous combat penalties or whetever. Then you can move the base where you want it, and them retrofit it to remove the strategic engine and replace it with a tactical engine when it reaches it's post. If it got pounced on while being moved, oh well.

Of course you could load up the base wth missles and stuff that are not affected by combat penalties, and religious races would still be allright with their tailsman, so maybe I am thinking too much.

Yes the maint reduction comp would stack with the hull maint reduction. And it would stack with other maint reduction comps, so you want to make sure you limit the number per hull. And make sure the max maint reduction comp and the max hull maint reduction don't equal more than 100% or your ships starts producing resources out of the vacuum.

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Old September 13th, 2002, 08:53 PM
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Default Re: Devnull Mod Gold: updates and discussion

Problem with using emergency propulsion on bases IIRC is that emergency propulsion only will work up to your max standard movement. So if your standard movement is zero, the emergency propulsion won't move you.

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Old September 13th, 2002, 08:54 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Trajan:
using emergency propulsion to move bases. Hmm. Can you make it so that only a space yard can repair it? That way an engineering dept. cant be used to give a base unlimited movement. The player would have to use a spaceyard ship or base space yard to make it work every turn.
[snip]
is it possible to make a component that only repairs certain other components? That would allow for successive engineering components that eventually will repair any type of component. Maybe the first repairs only engines, then engins and weapons, then engines and shields...etc...
Neither of theses can be done currently. The first one wouldn't help anyway cause you can't use emergency propulsion on ships with no movement of their own.

Geoschmo

[ September 13, 2002, 19:56: Message edited by: geoschmo ]
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