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Old November 17th, 2003, 04:40 AM
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Fyron Fyron is offline
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Default Re: Starfleets mod, breaking paradigms

Are you aware of the fact that Combat Sensors and Combat Predictor Sensors stack?
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Old November 17th, 2003, 09:33 AM

Admiral Wunderbar Admiral Wunderbar is offline
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Default 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?
Ack!
Bug in stack is a bug for fact (that was horrible ) I'll see into it.
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Old November 18th, 2003, 02:43 AM
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Default Re: Starfleets mod, breaking paradigms

Welcome to the world of modding

Nice intro to the mod.
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Old November 17th, 2003, 04:54 PM
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Default 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?
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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Old November 17th, 2003, 06:00 PM

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Default Re: Starfleets mod, breaking paradigms

Quote:
Originally posted by Atrocities:
Welcome to the world of modding

Nice intro to the mod.
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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Old November 18th, 2003, 06:26 PM

Admiral Wunderbar Admiral Wunderbar is offline
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Default Re: Starfleets mod, breaking paradigms

Quote:
Originally posted by Atrocities:
Welcome to the world of modding

Nice intro to the mod.
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
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.
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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  #7  
Old November 18th, 2003, 08:46 PM
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Default 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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