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February 20th, 2004, 08:48 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New SJ mod
Maintenance reduction is built into the hulls themselves, and can't be disabled by damage.
In fact, the scouts have +1000 or so maintenance, since their component costs are so low.
The armor is leaky, and though the average ship has about 10hp/kt, they will be disabled long before they are destroyed.
Still, its is designed to be a slow combat model, and the number of rounds has been increased to 90.
Kalashnikov's frigate managed to survive in the tactical combat with 50% damage to all systems...
It was ready to collapse at any moment, though, as most of its systems were down to the Last backups.
[ February 20, 2004, 21:00: Message edited by: Suicide Junkie ]
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February 23rd, 2004, 06:12 AM
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Shrapnel Fanatic
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Re: New SJ mod
http://imagemodserver.mine.nu/tempstuff/sjmod.zip
Another update.
Troop stuff is mostly in, I still need to tweak the sizes and the descriptions a bit... I'll probably make it use some mounts to clean it up a bit.
Also adjusted planetary stats.
Hoo-boy.
A medium sized homeworld, packed to the ionosphere with tanks and infantry...
1.3 million hitpoints! 
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February 23rd, 2004, 06:21 PM
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National Security Advisor
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Re: New SJ mod
Don't go too overboard on planet defenses - it might cause a classic case of "realism" ruining game play. 
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February 23rd, 2004, 09:06 PM
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Shrapnel Fanatic
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Re: New SJ mod
A destroyer-sized transport can carry 10% of that planet's stock, so it shouldn't be way off.
Of course, if both sides are using hordes of infantry like this, the battle would take forever.
Upgrade to tanks, and the firepower to hitpoints ratio starts climbing. Put some artillery pieces behind them, and your battles will be over quicker.
The idea is that infantry are small and cheap cannon fodder you can throw at the problem to hold off the enemy.
The same situation with Large troops gets 900k hitpoints, and dishes out up to 60k damage per turn.
The infantry-filled homeworld only deals about 5k damage.
It is the heavier (and much more expensive) units which really do the damage.
I'll probably turn up the damage factor to 100%, rather than staying with stock's 30%
[ February 23, 2004, 20:24: Message edited by: Suicide Junkie ]
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February 24th, 2004, 04:50 AM
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Shrapnel Fanatic
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Re: New SJ mod
With these kind of numbers I don't really feel the need to completely prevent ships from firing on planets.
It seems troops act as armor, though. Unfortunate, that.
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February 24th, 2004, 05:47 AM
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Second Lieutenant
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Re: New SJ mod
Id set that level about 70% suicide looking at what youre proposing - also id would double the tech levels with troops you want at least 15 levels perhaps starting at 5Kt troops then 10Kt troops then 20Kt troops up to youre 900Kt make the upgrades spread out longer.
Id also like to see via SE4 updates troops being able to be put in limited numbers on uncolonized planets (just an idea to discuss) and before colonization is possible you would need to destroy them ?
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February 24th, 2004, 05:00 PM
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Shrapnel Fanatic
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Re: New SJ mod
Ok, no, not 900kt troops...
900,000 hitpoints worth of tanks that are 24kt in size each. Just 4-5 thousand tanks on the planet.
Certainly more that is practical to build in a typical game, except perhaps for a large steamroller fleet that is going around capturing planets
The infantry are 2kt each, and there were upwards of 40,000 of them on the planet.
[ February 24, 2004, 15:04: Message edited by: Suicide Junkie ]
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