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October 11th, 2003, 02:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: ship designs boring and too similar
Quote:
Originally posted by macjimmy:
Another question:
Several component types from SEIV that took awhile to research are avaliable pretty much from the start. The engines are the main thing I'm thinking about here. In SEIV, quantum engines represent quite a bit of research. In SF, they are available from the start. Is there any way to change this, so that certain components are only available for sale after a certain stardate, or something along those lines?
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There is a minimum level setting in the components.
Currently, the main difficulty in getting the advanced engines is price and simply them not showing up very often in stores.
You could also make some of them extremely rare by only giving them out as payment after particularily difficult missions.
Perhaps a "deliver-the-scientist" type mission.
[ October 11, 2003, 01:45: Message edited by: Suicide Junkie ]
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October 11th, 2003, 02:44 AM
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Corporal
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Join Date: Jun 2003
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Re: ship designs boring and too similar
Engines... or certain stuff can be modded to appear based on skill level (experience).
There is a percentage chance for appearance in the spacedocks... play with that.
edit-beat to the punch
[ October 11, 2003, 01:45: Message edited by: clark ]
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October 11th, 2003, 02:50 AM
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Private
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Join Date: Jun 2003
Location: Backwoods
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Re: ship designs boring and too similar
Doh, I forgot to check your mod out... I bet most of the stuff I'm talking about is in your mod in one way or another already
I've got it downloaded, but I was going to finish the game first. Now I want to go try it 
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Arkansas... Where men are real men and sheep are real scared.
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October 11th, 2003, 03:11 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: ship designs boring and too similar
My mod uses the stock campaign, and just alters the physics.
As such, it'll either be an alternate for campaign 1, or a huge pile of spoilers depending on your point of view 
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October 11th, 2003, 06:03 AM
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National Security Advisor
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Re: ship designs boring and too similar
Sj, I was mainly refering to how beams can go wild and are effected by ECM in that comment. Bolts aren't. Don't move? You WILL get hit.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 11th, 2003, 11:32 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: ship designs boring and too similar
Quote:
Originally posted by Suicide Junkie:
That EEE destroyer was pretty nifty too.
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true, there is a lot of stuff to resurrect (and so little time...)
Currently I am running into problems. Starfury gives me an invalid floating point operation and have no clue why 
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October 11th, 2003, 03:51 PM
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Shrapnel Fanatic
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Re: ship designs boring and too similar
Quote:
All of the AI ships need some sort of 'base' level repair to compensate for their lack of a 'character' with skills like you get. Different races could have different levels of ability in various areas, of course, like the Amonkrie having higher armor regen.
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For my Mod, I have set things in the components so that shields provide their own regeneration even if you don't have dedicated regenerators... fairly slow, but shield damage is never permanent if the generator is still there.
I also gave 0.001 hull repair for every crew member on board. I added crew capacity modifiers to the crew quarters (naturally), bridge and med lab.
So, unless the ship is almost completely gutted already, they can slowly recover. A disabled shield generator gets fixed in a few minutes, assuming no other damage.
So instead of spending 10 skill points on hull repair, you could just add a 10kt crew quarters in order to house 50 more engineers 
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