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Old January 29th, 2004, 08:05 PM
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Default Re: StarFire Mod v-Beta 2

I have a few minutes between classes, let me see if I can bang out an answer, I am not use to this school computer so forgive any type-o's

The 4 launchers:
As I have it now there are two launchers, Sprint and Non-Sprint. So that part is covered.
The Weber books are great but they do not go into deapth on what the technologies are. The AFHAWK is actually two systems. The AF is a missile type and the HAWK is a guidence system that can not be simulated in SE4G. The AF (Anti-Fighter Missile) has already been added to the Mod. The Capital Missile Launcher can not be designed as you suggest because it would diverge from cannon too much. The actual Capital Missile can be fired from a Capital Missile Launcher but one is developed before the other and when the Launcher is developed it would over ride the early Missile Launchers since by cannon it is really just a larger Non-Sprint Launcher that can also do Sprint function in some cases (depends on the missile fired). Once more the drone option appears to be best.

Hidden WP will not work as Fyron pointed out, all the player has to do is click on the map untill they find the WP.

Edited in: As a Last thought the technologies you mention above all come about at diffrent levels, are reflected in cannon by diffrent sizes and costs, and I would like to stay as close to cannon as possible.

[ January 29, 2004, 18:09: Message edited by: President Elect Shang ]
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Old January 29th, 2004, 08:10 PM
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Default Re: StarFire Mod v-Beta 2

tesco: Got word back from Steve, North-West England.
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Old January 29th, 2004, 09:40 PM

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Default Re: StarFire Mod v-Beta 2

Shang

I don't know enough about how drones work to dispute that; I never use 'em. Personally I'd rather build fighters and ships than overpriced submunitions.

I still think all the missile launchers should be the same cost and size for ease of swapout. You may be right about them being at different tech levels, but they should all be the same tech branch at least.

As an aside, you could do XO racks by having parallel Versions of the normal racks, slightly cheaper and smaller, with the "Destroyed first" limitation of armour. (Mounts would be better, but I'm not sure you can give that limitation to mounts as opposed to components, and it really is the key limiter.)

And finally, a "canon" question: Capital Ship launchers ONLY fire Capital missiles, correct? So they don't supplant normal launchers so much as supply a different set of options. I think that's right, it's been a long time since I actually moved little cardboard counters across a hex map.

Thank you for responding to my suggestions. As I said, I look forward to this eagerly.
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Old January 29th, 2004, 10:11 PM

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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by gregebowman:
quote:
Originally posted by Phoenix-D:
Cloaking planets can be done- see the Devnull Space Monsters for an example. In the next patch it'll be easier, too.
Are you talking about a Devnul mod patch? I'd like to see that, especially since I still haven't gotten around to playing it and I'd like to get the patch before I start.
No, I'm refering to the next SE4G patch.

As for the mod: drones always have unlimited range, you can't choose which type is fired, and you can't lower the rate of fire to less than 1/turn. In addition if you do drones all launchers will be able to fire all types of ammo.
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Old January 29th, 2004, 10:20 PM
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Default Re: StarFire Mod v-Beta 2

Quote:
Originally posted by DemoMonkey:
And finally, a "canon" question: Capital Ship launchers ONLY fire Capital missiles, correct? So they don't supplant normal launchers so much as supply a different set of options. I think that's right, it's been a long time since I actually moved little cardboard counters across a hex map.
Capital Missile Launchers (Rc) fire Capital Missiles (CM). Technically, the can also fire a Basic Missile (BM) or a Standard Missile (SM).

This leads to the question: What to do about Gun/Missile Launchers (W and WA)? They fire two different munitions.
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Old January 29th, 2004, 11:09 PM
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Default Re: StarFire Mod v-Beta 2

I had to split the gun missile launchers; I could not get them to do double duty. That is to say fire in sprint and non-sprint mode. Your comment about the capital missile launchers is correct. They can fire most of the earlier generations of ammunition. I should also mention that according to the UTM 1.1 (Unified Tech Manual) which I am using to create the components there are many types of launchers (at higher tech levels) capable of firing capital type munitions.

About the drones, I would not need to drop the fire rate to less than one per turn. I could mod the launchers to fire two or more per turn, sort of like attacking the problem from the other side. This of course would create another imbalance. Ok so toss that idea out and I will stick to the two types I have now, Sprint and Non-Sprint launchers.

The problem with XO racks has been solved in my Mod; I think that the beta testers will be very surprised at how they work. The ammunition for them will need to be manufactured, but then again in SF (StarFire) you must manufacture, load out, and ship munitions. This is one of the more enjoyable aspects at least to me and to one of the other beta tester in the group. All of that aside it was also the only way I could get the XO racks to work.

DemoMonkey are you one the Beta Testers, I don’t think I got an email from you, but then again some of the beta testers came to me from other places than this forum. Either way keep the thoughts coming in; they are giving me food for thought.

Mod Status: Feeling a touch of the flu coming on but I am up to HTL 15 out of 16, some known bugs.

Beta Testers can you do a plug or two here to help me out some? I may be laid out with some medicine tonight and tomorrow, besides I would just like to have your thoughts on the great Posts placed here so far.

[ January 29, 2004, 21:10: Message edited by: President Elect Shang ]
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Old January 30th, 2004, 02:17 AM
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Default Re: StarFire Mod v-Beta 2

Making better progress than I thought; Beta testers start emailing me with the address you want to receive the zipped beta at. Also I use WinRAR to zip (creates a ???.rar file), If this is a problem and you do not feel like getting the software for free than tell me in your check in email that you do not want it zipped.

Progress: HTL15 complete, HTL 16 is small, known issues. Next is vehicle file and 90 percent of that is already done.
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