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November 17th, 2003, 04:40 AM
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Shrapnel Fanatic
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Re: Starfleets mod, breaking paradigms
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack? 
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November 17th, 2003, 09:33 AM
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Private
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Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Imperator Fyron:
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack?
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Ack!
Bug in stack is a bug for fact (that was horrible ) I'll see into it.
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November 18th, 2003, 02:43 AM
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Shrapnel Fanatic
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Re: Starfleets mod, breaking paradigms
Welcome to the world of modding
Nice intro to the mod. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 17th, 2003, 04:54 PM
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Shrapnel Fanatic
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Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Admiral Wunderbar:
quote: Originally posted by Imperator Fyron:
Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack?
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Ack!
Bug in stack is a bug for fact (that was horrible ) I'll see into it. Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.
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November 17th, 2003, 06:00 PM
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Lieutenant Colonel
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Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Atrocities:
Welcome to the world of modding
Nice intro to the mod.
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Agreed
AW, I saw no reference to this in your read me, is this the default results you expected?
Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200
[ November 17, 2003, 16:04: Message edited by: JLS ]
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November 18th, 2003, 06:26 PM
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Re: Starfleets mod, breaking paradigms
Quote:
Originally posted by Atrocities:
Welcome to the world of modding
Nice intro to the mod.
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Thanks, at least something is nice!
Kidding, I'll try to rewrite lots of texts in the game to give it a cool mood, at least for the new stuff in the final Version.
Quote:
Originally posted by JLS:
AW, I saw no reference to this in your read me, is this the default results you expected?
Default Number Of Units Per Player := 1000
Default Number Of Ships Per Player := 200
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Hmm, care to explain further this one?
Not sure where you're aiming at. But good you remembered me of that, time to put it in my TODO list.
Quote:
Originally posted by Imperator Fyron:
Either move them below the Combat Sensors and put them in the same family so they will make them obselete and not stack, or subtract the value of each level of combat sensor from the appropriate level of CPS, so that you get the same net bonus to hit when using both CS and CPS as you do now with just CPS alone.
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I'm testing with the same family number, but the romans should have died a long time ago.
Also good you brought up the in-file sequence, need to put order in the house.
[ November 18, 2003, 16:28: Message edited by: Admiral Wunderbar ]
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November 18th, 2003, 08:46 PM
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Colonel
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Re: Starfleets mod, breaking paradigms
Spent most of Last night playing this mod. It was ok, but I don't see how the different classes of ships complement each other. I'll spend some more time on it tonight.
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