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  #1  
Old August 5th, 2004, 06:44 PM
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Default Re: SF Mod

Sanity check:

10 sector range?
That won't get you across your homesystem, never mind trying to colonize.

Even if you managed to build a resupply depot on a colony in the enemy's system you still couldn't carry enough ammo to the battle...

---

Unless you want the slow-research races to have a larger tech deficit at first contact, which won't occur until engine tech improves drastically.

PS:
SF probably isn't a good modname abbreviation, as to a lot of people around here it stands for StarFury

[ August 05, 2004, 17:45: Message edited by: Suicide Junkie ]
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  #2  
Old August 5th, 2004, 08:09 PM
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Default Re: SF Mod

Well, that 10-sector range is only for the starting techs, and only if you put one supply storage component on your ship. And it's not exactly 10. I rounded up. Also, if you put on another reactor it doubles your range.

And coincidentally, the bridge, life support, crew quarters, 3 engines, and 2 supply fit exactly on the starting Scout hull. Plus a bridge, 2 life support, two crew quarters, 1 colony component, 3 engines, and 1 reactor fit exactly on the starting Colony Ship hull.
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  #3  
Old August 5th, 2004, 11:44 PM
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Default Re: SF Mod

Modding can be so much fun. Then again it can be a nightmare too. Good luck, sounds like your making one hell of a mod.
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  #4  
Old August 6th, 2004, 02:52 AM
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Default Re: SF Mod

Oh, you have no idea.

I've been working on this mod for about oh, two years. The problem is I keep getting great new ideas and starting over. But this is the shape of things to come. I swear.

BTW, in the process I ended up with a couple of spin-off mods.

One, the Select Mod, allows players to choose whether or not they want to use QNP or standard propulsion. The AI uses the standard scheme by default.

The other one, th Streamline Mod, removes all the "small" components for fighters and troops and stuff and instead implements "small" mounts. So you can use any weapon you want on fighters and troops (even Seekers, Point Defense, and Subverters)

Both these mods were AI friendly, requiring only a few AI file tweaks. The AI behaved as normal in the stock game.
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Old August 6th, 2004, 04:04 AM
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Default Re: SF Mod

Watch out for the seekers!

The mount only affects the component: the missile will have the same range and power as a ship-launched missile!

Its probably best to make custom copies of the missile component for your units with appropriate range/damage/reload.
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Old August 6th, 2004, 06:01 AM
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Default Re: SF Mod

Actually, it doesn't affect the range, but it does affect damage. At least it shows up in the weapon description. That mod hasn't been fully tested.

But the first thing I did was send out a bunch of fighters with Subverters. Those things are nasty, even though they get slaughtered by other fighters.
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Old August 6th, 2004, 06:05 AM
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Default Re: SF Mod

Mounts can not affect the actual missile. The damage is still the base component damage, not anything that may show up after applying a mount. The mount can affect the maximum range the missile is fired from, but the actual range traveled is unaffected.
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