|
|
|
 |
|

October 17th, 2002, 12:01 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron posted: "That is a truly evil map! "
Yes it is, Thanks.
I am now focused on Steller Manip
She now has Romulans coming up her six.
Should have seen my peace loving sweethearts face when three Romulan Frigates came through from the south and started dropping CSMs on her undeffended home world.
Should have seen her face when I could not stop laughing.
"Stop! Laughing and show me how to make weapons!"
[ October 16, 2002, 23:02: Message edited by: Gryphin ]
|

October 17th, 2002, 12:21 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron,
Do the astoroid fields that add to shields also shield ships without shields? I'm guessing the fields reduce the hit points of direct fire weapons.
|

October 17th, 2002, 12:52 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Gryphin:
Fyron,
Do the astoroid fields that add to shields also shield ships without shields? I'm guessing the fields reduce the hit points of direct fire weapons.
|
Every ship has a shield level. Some ships have a level of 0. So, if an asteroid adds 30 points to shields, an unshielded ship gets 0 + 30 = 30 shield points when fighting in such a sector. Some stars have the shield adding ability too, you know.
|

October 17th, 2002, 01:07 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Maybe create a spin off of 1.14 that would be "For Humans Only". This would generate a very hostile universe. To survive it would be nessasary to develope armor, shields, larger hulls, and repair early,
|

October 18th, 2002, 02:03 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Is it possible to create "Ruins Tech"
If so could you create a device with an incorrect decription?
Mabye it sayas destroys engines but it really does nothing, (becuase they don't know how to use it"
Maybe it says it acts as ECM but really it acts as a Meson BLaster V.
|

October 18th, 2002, 03:55 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
The actual weapon effects are displayed in the right-click description window. Nothing you can do about that.
The text descriptions of the abilities can be changed to whatever you like, however.
The main problem will be that experienced players will know what the component really does, while new ones will be confused.
__________________
Things you want:
|

October 18th, 2002, 08:32 PM
|
 |
First Lieutenant
|
|
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I think you should make a galaxy type that includes an occasional ring/sphere world.
__________________
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.
|

October 18th, 2002, 09:24 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Would it unbalance the game If someone found and colonized the Ring or Sphere World?
|

October 18th, 2002, 09:33 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Probably...
You could balance it out by having random movement and/or a damaging center, thus making it extremely hard to defend. 
__________________
Things you want:
|

October 18th, 2002, 09:37 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
You could also balance it by having them be fairly common. Not as frequent as gas giants, but ten or twenty per quadrant should prevent one player from getting a big advantage.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|