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  #1  
Old November 18th, 2003, 12:45 PM
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Default Re: Missile tech tree question. (Devnull)

so far the best i could do is as follows:
Name := Missile Pod I
Description := A set of several capital ship missiles dragged behind the ship.
Pic Num := 1262
Tonnage Space Taken := 5
Tonnage Structure := 10
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 150
Vehicle Type := Ship
Supply Amount Used := 10
Restrictions := Three Per Vehicle
General Group := Weapons
Family := 2053
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Extra Movement Generation
Ability 1 Descr := Generates -3 bonus movement points.
Ability 1 Val 1 := -3
Ability 1 Val 2 := 2
Ability 2 Type := Armor
Ability 2 Descr := Is damaged before any other components on a ship.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0
Ability 3 Type := Standard Ship Movement
Ability 3 Descr := Generates 0 standard movement.
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 120 120 120 120 120 120 120 120 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 30
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 0
Weapon Sound := capshpms.wav
Weapon Family := 86
Weapon Seeker Speed := 6
Weapon Seeker Dmg Res := 30

unfortunatly the limitations to negative speed prevent this type of platform from functioning well in an AIC galaxy with their engine platforms because the pods don't drop once fired, giving the original speed and defence bonuses back.

ggm
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  #2  
Old November 18th, 2003, 06:02 PM
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Default Re: Missile tech tree question. (Devnull)

"Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates -1 standard movement.
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0"


Not the best fix but so it won't take up engine space give it the following instead...

"Ability 1 Type := Combat Movement
Ability 1 Descr := blah blah blah, reduces ship combat speed in combat...
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0

This means it will slow the ship down only in combat (which might work....as they are deployed during combat not when the ship is in non-combat mode). Additional 'pods' should reduce combat speed again I think....

[ November 18, 2003, 16:03: Message edited by: Deathstalker ]
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  #3  
Old November 18th, 2003, 07:06 PM

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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by Deathstalker:

"Ability 1 Type := Combat Movement
Ability 1 Descr := blah blah blah, reduces ship combat speed in combat...
Ability 1 Val 1 := -1
Ability 1 Val 2 := 0

This means it will slow the ship down only in combat (which might work....as they are deployed during combat not when the ship is in non-combat mode).
Best option Deathstalker

[ November 18, 2003, 17:07: Message edited by: JLS ]
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Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


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Old November 18th, 2003, 07:11 PM

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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by Puke:
In general, it is openly available to use for whatever you want, as long as you give credit where its due. There should be a text file along with the mod, or perhaps a modinfo file that details whom is responsible for what.
[/QB]
gosho mladenoff if you get the OK from Rollo it is a go...
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&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #5  
Old November 18th, 2003, 08:26 PM

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Default Re: Missile tech tree question. (Devnull)

Quote:
Originally posted by gosho mladenoff:
unfortunatly the limitations to negative speed prevent this type of platform from functioning well in an AIC galaxy with their engine platforms because the pods don't drop once fired, giving the original speed and defence bonuses back. (my highlight AW)

ggm
Hmm, what about being destroyed after use?
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Old November 18th, 2003, 09:08 PM

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Default Re: Missile tech tree question. (Devnull)

This becoming more and more like a new design by you Gosho then another’s
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  #7  
Old November 18th, 2003, 09:16 PM
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Default Re: Missile tech tree question. (Devnull)

I tested the negative combat movement. unfortunatly it doesn't seem to work. it doesn't slow down the ship but if enough negative combat movement bonuses are given then the ship has no strategic movement at all. plus for some reason the destroyed on use doesn't work in the combat screen. Although i haven't extentesively tested this part yet as i die after firing from enemy fire.
maybe these areas need to be addressed in the final game patch?
anyone know where I can find Rollo?

thanx in advance

ggm
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