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  #1  
Old February 28th, 2003, 06:23 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:
[]
Yeah, PvK has smeared the emissive ability all over the armour techs. I kinda like it this way. For the highest emmissive abilities, put in some of that armour that requires scaling.
So you are saying that its pointless to have more than one armor structure?
I was using the scaled Armor Plating II and 3 armor structures.....
What if I put one Armor Structure III, one Advanced Armor Structure II and one Ultra Armor Structure II?
Will they stack?
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  #2  
Old February 28th, 2003, 06:28 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I can't say for sure but I'm pretty sure there will be no stacking at all under any circumstances. The highest available value is used.

This means the optimal design would be one "scaled armour" (can't remember the proper name) and a bunch of armoured structures. The armoured structures will take damage first (usually, since they have the higher damage resistance) and benefit from the emmissive value of the scaled armour. That will make for a damn tough ship. The only reason to have >1 scaled armour is as a backup, in case the first gets wasted by a lucky hit.
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Old February 28th, 2003, 07:38 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yes, there is no stacking from different types of components. The highest value is still in Emmisive armour. You may want to have one in addition to internal armours.
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Old February 28th, 2003, 09:26 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yep. I think there are several valid types of armor design, depending on what you want, who you're fighting, how large your ship is, how much design space you're willing to devote, and how much you're willing to pay.

Structure types are mainly good for giving a design a lot of ability to absorb damage, and can be very cost-effective and/or very space-effective, but doesn't guarantee protection (e.g. the bridge could still get hit on the first shot). Adding several low-tech armored structure components to a design is a cheap and effective way to give it a good level of protection.

Standard Plating is scale mounted and not hit first - its main purpose is to give a high emissive effect, deflecting a certain amount per hit. Only the highest emissive effect on an undestroyed component is used - they never add. Standard plating's potential damage deflection is effectively multiplied by the total amount of (not "hit first") structure the ship has, so it is more effective when combined with armored structure.

Special plating is scale mounted but unlike standard plating it is hit first. It offers the highest levels of emissive effect, and the highest defense bonuses, but when hit with most weapons it will get destroyed before structure, functional components, and standard plating. However, you can combine it with other hit-first armor types to prolong its life and thus multiply its effects. E.g., one or more scale-mounted emissive armor components combined with several ablative armor components.

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[ February 28, 2003, 19:32: Message edited by: PvK ]
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Old February 28th, 2003, 09:52 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

PvK, I have one scaled Ultra Armor Plating component that reflects 13 damage, a regenerating shield generator 1 with 175 shield points that generated 7 points per combat turn, and 3 components of Ultra armored structure (not the scaled one) that reflects 6 damage each.
Now what its suppose to happen here and which components do what and which one get hit first and which one gets destroyed first.
Because I really don't understand how this works. Maybe because I'm not very intelligent, but I'm trying to improve.
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Old March 1st, 2003, 05:29 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

There is always an element of dice roll what components will be destroyed first. But more or lesss documented trend is that bigger components have a higher chance to score a hit then smaller one. (reverse is true for armor and it is NOT components that have an "armor" name in description or "armor" picture but one that have "destroyed before other" as an ability. For example organic armour is armour but standard armor in Proportions is NOT. Actually it would be better if PvK remove "armour" word all together from the description of all such components and replace with "reinforced hull" or something for clarity sake)
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Old March 2nd, 2003, 03:22 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Norak does not design Population transports.
Reason is simple:
"must have ability 1" should be "cargo storage", not "star - unstable"
Here is modified Norak_AI_designcreation.txt
1046567994.txt

Kind of silly to load whole file because of two words but it WILL help Norak AI ! Some other races may have same problem, did't check all.
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