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  #1  
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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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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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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Old August 8th, 2004, 12:10 AM
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Default 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)
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