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  #31  
Old November 9th, 2002, 12:12 AM
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Default Re: P&N for v1.78?

Dumbluck: Thanks for the suggestions!
Done, Done, and Done

There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them

SJ's ToDo list for P&N PBW:
- add no-ai files
X add TDM formations
X add super popmodifiers file
X adjust prices for characteristics. (Be sure to look closely at the most common, and most ignored ones )
X fix minor image/sound bugs.
X disallow unit mounts on DU autocannons.
X recheck weapons for unit mounting and clean up availability list.
- Change Allegiance Subverter into anti-boarding-defense Mental Shredder.
- Change Talisman into a vehicle mount.
- Add drones to Pirate races.
- Add seekers to fighters
X Repair small gravitic drive MP/kt settings.
- Change supply storage tech requirements to require resupply tech. Rename resupply tech to supply storage tech.
X Extend unit shield mounts to cover mini-shield generators.
X large drives!
X Scale up solar sails 10x, and add more levels.
- ruins & racial crossovers
X small racial armors.
X add more levels of shield regenerators (up to 2x rate at maxtech)
X tweak mini-regenerators to match the full size regens.
X add more levels of solar collector tech.
- Adjust prices & supply use of weapons.
- Adjust facility costs to reflect labour.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Major training facilities are spaceborne.
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.

[ November 09, 2002, 16:30: Message edited by: Suicide Junkie ]
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  #32  
Old November 9th, 2002, 06:33 AM

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Default Re: P&N for v1.78?

Man, this is sounding like sooooo much fun!

Can we assume that you're using your old PBW population modifiers?
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  #33  
Old November 9th, 2002, 08:31 PM
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Default Re: P&N for v1.78?

SJ's ToDo list for P&N PBW:
- add no-ai files
X add TDM formations
X add super popmodifiers file
X adjust prices for characteristics. (Be sure to look closely at the most common, and most ignored ones )
X fix minor image/sound bugs.
X disallow unit mounts on DU autocannons.
X recheck weapons for unit mounting and clean up availability list.
- Change Allegiance Subverter into anti-boarding-defense Mental Shredder.
- Change Talisman into a vehicle mount.
- Add SpaceYard Expansion projects.
- Convert to limited supplies mode.
- Add drones to Pirate races.
- Add seekers to fighters
X Repair small gravitic drive MP/kt settings.
- Change supply storage tech requirements to require resupply tech. Rename resupply tech to supply storage tech.
X Extend unit shield mounts to cover mini-shield generators.
X large drives!
X Scale up solar sails 10x, and add more levels.
- ruins & racial crossovers
X small racial armors.
X add more levels of shield regenerators (up to 2x rate at maxtech)
X tweak mini-regenerators to match the full size regens.
X add more levels of solar collector tech.
- Adjust prices & supply use of weapons.
X Adjust facility costs to reflect labour.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Major training facilities are spaceborne.
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.

[ November 09, 2002, 19:23: Message edited by: Suicide Junkie ]
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  #34  
Old November 11th, 2002, 06:00 AM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Suicide Junkie:
There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them
How about the High Energy Minimizer - instead of increasing the power of a weak beam like the High Energy Magnifier, it decreases the power of a strong beam into something completely useless! "By means of multiply redundant electrical resistors and nineteen successive stages of 50% entropic-loss matter-to-energy conVersions, a fairly powerful energy beam is converted into a tiny pellet projected from a popgun not even strong enough to stun a mouse."

(BTW, why'd you post the same list of features twice? Did you complete a few and put X's by them? Didn't notice any differences at first glance...)
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  #35  
Old November 11th, 2002, 03:19 PM
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Default Re: P&N for v1.78?

I've been completing some, and adding others
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  #36  
Old November 11th, 2002, 03:47 PM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Suicide Junkie:
There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them
Here's one (note the Family Number and Pic Number are both left blank); if someone could put together a creditable Rube Goldberg looking component picture, it'd be absolutely hilarious (and I dunno, this thing MIGHT even be marginally useful in some situations ...):

code:
Name                  := Goldberg Combat System
Description := Multipurpose combat system, which "does it all, and then some" ...
Pic Num :=
Tonnage Space Taken := 40
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 500
Cost Radioactives := 500
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family :=
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Rube Goldberg Designs
Tech Level Req 1 := 1
Number of Abilities := 7
Ability 1 Type := Long Range Scanner
Ability 1 Descr := Scans shisp 1 sector away.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Phased Shielding
Ability 2 Val 1 := 25
Ability 2 Val 2 := 0
Ability 3 Type := Lay Mines
Ability 3 Descr := Can deploy mines.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 1
Ability 4 Type := Combat To Hit Offense Plus
Ability 4 Descr := Increases overall accuracy.
Ability 4 Val 1 := 1
Ability 4 Val 2 := 0
Ability 5 Type := Combat Modifier Defense Plus
Ability 5 Descr := Jams enemy targetting sensors.
Ability 5 Val 1 := 1
Ability 5 Val 2 := 0
Ability 6 Type := Shield Regeneration
Ability 6 Descr := Replenishes shields.
Ability 6 Val 1 := 5
Ability 6 Val 2 := 0
Ability 7 Type := Solar Supply Generation
Ability 7 Descr := Generates energy from solar winds
Ability 7 Val 1 := 10
Ability 7 Val 2 := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type := Skips All Shields
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15

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  #37  
Old November 11th, 2002, 04:24 PM
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Default Re: P&N for v1.78?

I like it!

The component picture could be a vast contraption built up of the other component pictures.
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  #38  
Old November 11th, 2002, 04:41 PM
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Default Re: P&N for v1.78?

A Rube Goldberg isn't supposed to do anything useful though. Yours does, although not anything very well.

This reminds me of the Canon cannon that was posted a while back. Didn't you make that one SJ?

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  #39  
Old November 11th, 2002, 07:41 PM
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Default Re: P&N for v1.78?

Quote:
Originally posted by geoschmo:
A Rube Goldberg isn't supposed to do anything useful though. Yours does, although not anything very well.
I suppose that depends on one's definition of "useful" -- a 40kT gun, +1% to hit, +1% to defense, scan jammgiven the size, about the only useful aspects are, huge range and skipping -all- shield types.

Then again, at 5 damage per 4 rounds per 40kT, it's still simply not worth it (1.25damage per round per 40kT, which works out to less than 0.04 damage per kt per round ...).

The shields are just enought o be a teaser, as is the regeneration rate; the solar supply generation is laughably small; and given it's a 40kT gun with only 20kT of structure (too easy to ruin one SMALL part upon which the operation of the whole is dependant, heh), it's laughably easy to disarm.

This MIGHT be very useful early on, if you discover it (say) before turn 20. Maybe (an escort with one of those could be fun). but not likely.

Mainly the idea is, to try to do everything ... and fail miserably on all fronts.

Just wait, I'm trying to come up with a whole STRING of "useless but seems ALMOST useful" components. Perhaps eventually to BECOME useful ... so someone who pursues a Rube Goldberg Design -tech area- ... might EVENTUALLY come out on top.

If they aren't laughed out of the galaxy before then, that is.

[EDIT]
Hmm.

An entire Rube Goldberg MOD could be fun to play fora while. Lol.

Or make it a racial trait, heheh-

Hey.

I wonder, can you make a Racial Tech also be a Ruins Tech? Without duplicating all the components? 8) Might be an interesting idea, for some of the "lesser" racial techs (i.e. P&N's Living Ships, or Packrats, or the like).
[/EDIT]

[ November 11, 2002, 17:48: Message edited by: Pax ]
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  #40  
Old November 11th, 2002, 09:08 PM
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Default Re: P&N for v1.78?

Aw, c'mon, doesn't anybody like the High Energy Minimizer? Oh well, I can always add it to MY mod...
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