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  #1  
Old March 3rd, 2002, 12:09 AM

Phoenix-D Phoenix-D is offline
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Ok.. looking around and I found this:

"2. In VehicleSize.txt I use Combat To Hit Offense Minus and Combat To Hit Defense Minus rather than Combat To Hit Offense Plus and Combat To Hit Defense Plus so that Sensors and ECM bonuses add to ship bonuses. Otherwise, the game would only use the best value. For example an Escort (+40% Defense) with an ECM III (+60% Defense) would only have a +60% Defense (from the ECM III) while a Baseship (-20% Defense) with an ECM III (+60% Defense) would also have a +60% Defense (from the ECM III). Using my method, the Escort will have a –100% (60% – 160%) Defense while the Baseship will have a –160% (60% – 220%) Defense for a net difference of 60% between the two ships. Unfortunately, Stealth Armor and ECM do not add (which is why I removed normal stealth armor)."

Unless the ship design screen is bugged, things do stack; standard SE4 uses Defense Plus for both, and according to the ship design screen an Escort with ECM III, stealth armor, scattering armor has a defense of 140 something, where a baseship with the same has a defense of 60 something. Perhaps this was fixed?

Not really relevent since the design will work either way, just curious.

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  #2  
Old March 3rd, 2002, 01:56 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

The "plus" does stack, the in-game screen is correct. Have a nice day!
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Old March 3rd, 2002, 05:00 PM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

quote:
Originally posted by Phoenix-D:
Unless the ship design screen is bugged, things do stack; standard SE4 uses Defense Plus for both, and according to the ship design screen an Escort with ECM III, stealth armor, scattering armor has a defense of 140 something, where a baseship with the same has a defense of 60 something. Perhaps this was fixed?


I'm guessing that it was fixed. I did very extensive testing before adopting the method that is used in my mod. At the time I was very certain that the bonuses did not stack. Unfortunately I don't remember the Version of SE IV that I was using at the time, not that it matters.

Hmmm, but if it is fixed then maybe I can use this to my advantage...
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Old March 4th, 2002, 03:44 PM
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Zippy, this is great mod. You have, apparently, put a lot of work in it.

I just noticed some things:

- You have placed some components in the game that should repair all damage to the ships during combat; but this simply doesn't work. The reason is that you used Armor Regeneration ability and it works only on components that have armor and armor regeneration ability. All other components are ignored. At the moment, I just don't see any way to make component that repairs non-armor components during combat.

- You could use SJ's image collection in your mod since you have added a number of new weapons. Right now it's hard to tell the difference between Anti - Proton Beams and Psychic Anti - Proton Beams.

- Your "Warp-Space" colony components have 250KT of space and Cargo Bay I has 150KT. AI looks for the component with the best value when deciding which component will be fitted on the ship. That means that if the AI has researched "Warp-Space" colony component and has researched only Cargo Bay I it will use "Warp-Space" colony components instead of Cargo Bay I.

[ 04 March 2002: Message edited by: Daynarr ]

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Old March 4th, 2002, 04:21 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

Sensors and ECM stack, as long as the components have different family numbers.

The B5 mod has 3 classes of both, so you can spend anywhere from 10KT to 30KT on ECM, and get diminishing returns (+32%, +16%, and +8% for each 10KT ECM package)
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  #6  
Old March 5th, 2002, 05:14 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

quote:
Originally posted by Daynarr:
- You have placed some components in the game that should repair all damage to the ships during combat; but this simply doesn't work...


Well that stinks! I'll have to fire my Quality Assurance department for not noticing this Thanks for the info -- I'll have to rethink the components that you are referring to.

quote:
- You could use SJ's image collection in your mod...


Sounds like a great idea! Thanks again. Psychic weapon pics bother me too. I haven't downloaded any of the other great mods out there so please let me know if there are other easy ways to improve my mod.

quote:
- Your "Warp-Space" colony components have 250KT of space and Cargo Bay I has 150KT.


Yeah, but there are also Warp - space Cargo Bays which have a whopping 1500KT of space. During testing of v2.0 the AI used all Warp - space components appropriately whenever the related tech area was discovered. (At least as far as I could tell.) Have you seen a problem?

Thanks again for your feedback. Despite my efforts, this mod has grown beyond my capability to perform thorough QA; user feedback is crucial.
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  #7  
Old August 19th, 2002, 11:38 AM

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Default Re: Zippy\'s SE IV Mod (Note: It\'s HUGE!!!)

See what happens when you go to a classic thread and then press "previous" out of habit? You end up looking a thread for a cool mod, that hasn't been updated in a while. A quick search for Zippy's member number shows that he hasn't posted in the Last 30 days. So, has Zippy been sucked into the Twilight Zone? Did he fall off the face of the Earth? Was he Abducted by Aliens? If so, why didn't he invite me?
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