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May 25th, 2002, 05:39 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: New Patch?
"quote:
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Originally posted by Q:
Oleg this is not possible: you can only have one damage type for a weapon and the types are hardcoded. You may choose "skips all shield" (there is no "skips phased shields") but then you will have no "engines only" damage. Or you choose "engines only" and then you must accept what MM changed: that this weapon will not penetrate shields.
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This is not possible, yet. We have proposed a change that would allow multiple damage types. Malfador has responded positively, but that's not the same thing as being sure it will be added. cross fingers.
Geoschmo"
This, IMO, would ROCK. Add in a CompEnhancement (weapon mounts) that would be triggered by research not ship sizes and I would be in heaven!
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Long Live the Legion!!-Comic book fandom...
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May 25th, 2002, 08:05 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: New Patch?
SJ - brilliant idea!
Just some more work:
Lvl2 physics is still requied, it opens an expensive (50k?) technology called "Phased Technologies" (something like that), which will also make a new tech tree - phased shields aviable.
LVL 5 APB + Phased Technologies = Phased Beam Weapons
LVL 5 Torpedoes + Phased Technologies = Phased Todpedoe Weapons (that'd be cool)
LVL 5 missile (expensive but hey, those are MISSILES!) + Phased Technologies = Phased Missile Weapons
Neat!
Mephisto or any other BT, could you propose the general idea to MM? I realy think that phased weapons should be moved back to their secondary/special/support/fighter killer (yes) level.
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May 25th, 2002, 11:09 AM
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Colonel
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Join Date: Jan 2001
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Re: New Patch?
I do understand the importance of balance and I agree on most of the proposed changes you made...
but...
do you really want MM to spend their very limited time on this while so many other important improvements have been proposed that can only be realised by them??
A "consensus group" of experienced modders could create a "neostandard" mod that would give more balance and would be widely accepted as is now the TDM-Mod. This could be based on polls on this forum. But be warned: like the task of Sisyphus this work would never end!
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May 25th, 2002, 03:29 PM
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Colonel
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Re: New Patch?
I did not say that. I have only said that the thing could use some balancing should be proposed to MM. I didnt say that they should do it at once.
A question that is bugging me is does SEIV have multi-requiement technologies? I do not remember seeing one in my games (i've never reached full tech but still).
After all, all the changes can be done by a group of modders and then presented to MM and all they will do (of course if they do like the idea and will want to implement it in future patches) is simply copy-paste the right lines to the right place and release it as the next Version of the game.
As several other people here i prefer to play the standard "mod" because IMO it makes it a little more challenging to adapt to a system you havent invented and where not everything is just how you would like it to be. Still the two most powerfu... no, i should say useful and efficient weapons were the ID and PPB. Now that ID is 'fixed' only the PPB remains. Once it is fixed, i will have no other major complaints about the technologies. Crystalline weapons remain, but thats less urgent IMO.
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May 25th, 2002, 03:49 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?
I like the way PvK balanced PPB in Proportion' mod: He basicaly made PPB to follow APB tree than MB tree. Namely you have 10 levels of PPB at 5k cost. Low-level PPB are very weak. To get high level PPB one must spend about the same number of research points as to good phase shields.
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May 25th, 2002, 04:47 PM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: New Patch?
Quote:
Changed - Fighters and Drones will have full movement when launched.
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WooHOOO! My massive fighter swarm system defence may not be dead!!!
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May 25th, 2002, 07:53 PM
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General
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Re: New Patch?
Quote:
Originally posted by Taera:
A question that is bugging me is does SEIV have multi-requiement technologies? I do not remember seeing one in my games (i've never reached full tech but still).
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Individual components or facilities can require multiple technologies to be available. This is modded in the components.txt file or the facilities.txt file and it works.
Individual technology fields can NOT require multiple other tech fields for some reason. The format of the techarea.txt file allows for it but it doesn't work Last I heard.
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May 25th, 2002, 10:10 PM
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National Security Advisor
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Re: New Patch?
"Individual technology fields can NOT require multiple other tech fields for some reason. The format of the techarea.txt file allows for it but it doesn't work Last I heard."
It works now (1.67) I have NO idea when this was fixed, but it does work.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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May 26th, 2002, 11:28 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: New Patch?
From History.txt, looks like v1.34:
Quote:
2. Fixed - Tech Area file would not load correctly if a tech area with multiple requirements came first.
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Cap'n Q
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May 27th, 2002, 12:02 AM
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Colonel
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Location: Calgary, AB, Canada
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Re: New Patch?
Well now i recall that there are technologies actually using multiple technology prerequestments. The smaller weapons.
Could be exploited to create the PP weapons.
SO back to the big question, will the problem of balancing PPB be presented to MM as more-or-less urgent topic?
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