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July 20th, 2004, 05:11 AM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
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Re: - Input needed ! New mod "Impact" almost ready !
This mod sound excellent!!!
Please make it downloadable for all of us...
About the weaposn systems: "sonic, gauss, plasma, laser..." It sounds a lot like X-Com. Were you a X-Commando??
Se4G and X-Com: two of the best Pc games of all!
I dream of a game which combines space combat and empire building like SE4 and tactical surface combat and management like X-Com !!!!
By the way: I started learning Pc programming, who knows, may be...
Anyway: Congratulations!!! 
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July 20th, 2004, 03:33 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: - Input needed ! New mod "Impact" almost ready !
Quote:
Originally posted by Suicide Junkie:
Uh, oh... I think you may be somewhat confused as to the exact effects of that ability.
The ability only kicks in when damage to the hull is done. So your shields will take the full brunt of the small weapons with no reduction in power.
Only once the weapons start bLasting off chunks of armor and components will the SGFD ability actually start reducing the damage to half. (Assuming normal damage. The Double/Quad types make it thirds/fifths respectively)
Shields which are designed to block part of the hit while hull damage is being done, are the definition of Leaky Shields...
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Secondly, for the armor...
Are there any regular armor, or multi-addable leaky armors?
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SJ,
maybe i was confused when writing my post or didnt make it clear. I know what the ability does (at the beginning the only reason to create AIs for my mod was to test and balance everything out), so i know that the ability is only activated once the shields are -fully- depleted.
So in fact at first shields can be depleted quite easily, but once they are depleted they will constantly soak up damage.
In addition there is no armor with the shield generation from damage ability.
I was thinking about it but then i realized it would make most tier 1 definitly USELESS due to additional damage reduction and increased shieldpoint generation with each hit.
About your Last answer, there are NO other armors/components which are only made to increase the damage resistance.
I think i know what you are up to, but i can promise you thats its okay that there is only one component designed to take damage.
I was thinking it may be unbalanced, because given you have a hull which takes 500 damage and you dont manage to destroy it, than the ship will have a the full damage resistance in the next combat, while another ship which may have lost the hull component will be severally weaked.
Fortunally the damage output of higher tier weapons makes it quite easy to destroy hulls or other components, and in addition hull tech is slower in research than adequate weapon tech.
edit: typos
[ July 20, 2004, 14:37: Message edited by: Ragnarok-X ]
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July 20th, 2004, 03:38 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: - Input needed ! New mod "Impact" almost ready !
Ok, so it is leaky shields, cool.
As for the armor, I meant nothing to do with cystalline or emissive type components.
Just damage soaking standard armor, or leaky armor like your hull-based components (only they'd take up some space and have fewer hitpoints)
[ July 20, 2004, 14:39: Message edited by: Suicide Junkie ]
__________________
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July 20th, 2004, 03:40 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: - Input needed ! New mod "Impact" almost ready !
thanks for the feedback so far.
leo, in fact i the weaponsystems was inspired by x-com. Then again i added other weapontechs as well, such as Massdriver (which are different than gauss weapons in my mod) and electric/shocking weapons...
Fyron: Yeah indeed it may look messy when you have to choose a new hull in the designscreen. Than again i dont except players to research every 3 kinds of each shipsize...
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July 21st, 2004, 03:17 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: - Input needed ! New mod "Impact" almost ready !
Just wanted to update things abit.
I worked hard to finish the Last vehiclesizes for the expanded (MP) Version yesterday.
In fact i changed things a bit. You still research Protypes, Normal and Enhanced hullsizes, but additionally some research unlock even better hulls. So i decided to add a recon drone once advanced scouts have been researched, as well as Heavy Destroyers (which come once you have researched all Destroyer Tech) and even Superheavy Destroyers.
So in fact hullsize research will be a bit different and hopefully more dynamic to everyone.
Suggestions are welcome 
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July 25th, 2004, 03:10 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
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Re: - Input needed ! New mod "Impact" almost ready !
yet another update.
Unfortunally i wasnt able to complete the mod yet, so the release has to be delayed by a few days, at most one week. I modded quite a lot the Last days, but i still noticed a few things i want to get rid of, for the best possible experience.
Next week for sure 
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July 25th, 2004, 08:17 PM
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Private
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Join Date: Jun 2004
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Re: - Input needed ! New mod "Impact" almost ready !
I'm curious, what equations (e.g. logarithmic or linear) did you use to develop your defense/offense bonuses, and max movement vs displacement (KT) etc? That is, are they consistent across your spectrums of displacements (w/in prototype, w/in normal, w/in enhanced hulls) and between spectrums (prototype vs normal vs enhanced hulls)?
And the same question w/ weapon systems.
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