|
|
|
 |

August 5th, 2004, 08:09 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
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.
|

August 5th, 2004, 11:44 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
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.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

August 6th, 2004, 02:52 AM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
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.
|

August 6th, 2004, 04:04 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

August 6th, 2004, 06:01 AM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
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.
|

August 6th, 2004, 06:05 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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.
|

August 8th, 2004, 12:10 AM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: SF Mod
Well, after testing it seems my calculations were a little off. Engines use supplies every time they're used and not just every turn the ship moves. I just have to triple the supply storage for the reactors.
Oh, and SF Mod sounds too much like a Star Fury Mod, which sounds like a mod for a Babylon 5 game any way. And "SciFi Mod" was already taken by someone back in 2003 (i searched the forums) So I guess I'll have to come up with some other name for my mod.
And a long time ago someone made a mod of "the Force" tech. I believe it was incorporated into the original Starwars Mod. Does anybody know what happened to it? I'd like to incorporate Dark and Light side techs into my mod.
The tech tree for my mod is divided up into theoretical and applied tech just like the stock one, but the theoretical techs are completely different from one another.
Physics gets you most of the weapons, reactors, and propulsion techs and there are even sub-branches of those like nuclear, plasma, and gravitic.
Biology/Chemistry gets you medicine, resource enhancement, etc. and if you have Organic tech, a lot of the nifty Organic stuff. Plus later on there's Genetics and Cloning.
Sociology/Psychology has a lot of planetary enhancement stuff like Cities. And later on you get Psychohistory and a bunch of other Foundation-like techs including Planetary and Galactic Consciousness. Psychic races find their goodies here.
Military Science unlocks more conceptual techs like Missile or Point-Defense Weapons. Those techs in turn open up related weapons in the other Theoretical Techs. ie: Missile Weapons + Nuclear Power (Physics) = Nuclear Missiles; Point Defense Weapons + Lasers (Physics) = Point Defense Lasers. It also gives Command and Training stuff.
Economics gives production, construction, and resource enhancement stuff. Plus Industry.
The idea is to make both human and AI races behave and fight completely different from each other depending on what techs they have researched-- and so use the tech tree to influence AI behavior (in addition to the AI files)
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|