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  #51  
Old January 23rd, 2004, 02:18 AM
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Default Re: New SJ mod

Hmmm.. another nifty mod with which to waste my life

I'd just like to suggest that shields could be a higher tech tree, maybe stalling the introduction of them to mid game. Then you could fill out the early game with mainly armors and low tech options. My favorite, and I've yet to see it would be ships encased in ice or ice fields. I imagine these would be fully and partial shielding.

just my 2 bits USD (but Canadian bits are becoming more valuable, so that's only 3 bits Cdn. instead of 4 bits Cdn.)
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  #52  
Old January 23rd, 2004, 05:43 AM
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Default Re: New SJ mod

Regarding solid shields, I'm currently waffling between making them a racial tech, or just leaving them normal tech because they are fairly weak.

While I haven't actually thought about going into operational details, the ice fields would be a useful low-tech shield-like system.

-----

As for the moons & such, with the low cap on max training, I'm not worried.
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  #53  
Old January 26th, 2004, 03:28 AM
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Default Re: New SJ mod

Ok, I've got a half decent weapon tech tree set up now...

1) Researching Physics provides new warhead types; kinetic, chemical, nuclear, antimatter, polaron, quantum, ion, etc.
2) Researching Military Science provides new delivery mechanisms; projectile, pulse, beam, torpedo, missile.

Combine any two to produce a new weapon.
EG: Polaron + Beam = PPB
Kinetic + Projectile = DUC
Also, Chemical + Beam = Ripper beam
Nuclear + Beam = Incinerator Beam
Quantum + Beam = WMG
to reuse a few good names

Researching level one of both warhead and mechanism, will open the specific weapon branch.

1) The weapon branch provides cheaper weapons
2) Researching above level 1 in the warhead or delivery techs will increase firepower/range/accuracy/etc depending on what makes sense for the combo.
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  #54  
Old January 26th, 2004, 07:37 PM
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Default Re: New SJ mod

SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
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  #55  
Old January 26th, 2004, 08:26 PM

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Default Re: New SJ mod

Quote:
Originally posted by gregebowman:
SJ, any idea of a completion date? This mod sounds good, and I'd like to play it when it's ready to d/l.
I second that, SJ your new MOD is going to be fantastic, I can't wait to play it.
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  #56  
Old January 26th, 2004, 10:35 PM
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Default Re: New SJ mod

I'll be posting the files once I've got the core done.

Not sure how long it'll take.

What I do know I need to still do:
- Decide on basic stats for the weapons (7by5 grid = 35 weapons)
- grid 'em up (3 areas, 6 levels)
- clean up the tech areas, make sure everything is researchable and delete unused ones.
- Run through the components and throw in some reasonable prices for everything.

The rest can wait, and there will be plenty of tweakage room.
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  #57  
Old January 27th, 2004, 12:18 AM

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Default Re: New SJ mod

All right
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #58  
Old January 27th, 2004, 01:59 AM
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Default Re: New SJ mod

Your tech gridder program will make actually generating all the comps take no time at all once you get them planned out.
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  #59  
Old January 27th, 2004, 12:14 PM
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Default Re: New SJ mod

Fyron why don't you say something mean or rude about SJs work.
Then we can here him defend his long hours of work and programing as you do with other modders (you have issue with).

SJ your work is outstanding BTW
Thanks, I also look forward to the sj mod

[ January 27, 2004, 10:15: Message edited by: QBrigid ]
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  #60  
Old February 17th, 2004, 05:12 AM
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Default Re: New SJ mod

After late nights all weekend and a midterm exam monday, I've finally got a bit of time to breathe!

Time to try out the combat system with other people!

Tomorrow, Tuesday 17, at about 7:00pm EST, I'm going to be on IRC to arrange some fleet-action tactical combat.

Post questions and requests in the IRC tactical thread.
http://www.shrapnelgames.com/cgi-bin...&f=23&t=010977
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