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  #1  
Old May 18th, 2001, 09:34 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Pirates & Nomads update

quote:
Well, keep in mind that I'm using the pirate mod here... and using the Cheap "weapon" mount, which makes all non-weapon components have 1/5th the damage, and I believe 1/2 the cost (not sure on that, but SJ is taking it out, so it doesn't matter much anymore
Yeah. Cheap mounts screw up the SE4 damage routines, but the way it works now (latest V1.5) is:
Mount : effect
A+: +100% price, +40% HP
A : +50% price, +20% HP
B : normal
C : -20% price, -50% HP

quote:
SJ, I'll swing by mod forum and pick it up, then run through it when I get home tomorrow. I don't think there should be a problem with 6x solar sails unless it has "engine" attached to it. I'll try to make an AI do it.
There are currently two copies of the Solar Sail.
- Exact normal copy from SE4
- "solo model", which has 1 standard movement, and one less bonus movement than the equivalent normal sail.

Ie. the solo model counts as an engine, in order to get SE4 to recognize that the ship's movement is 3, not zero.

If nessesary for AI purposes, I would be willing to reorder components.txt.
Eg. move solar sails ahead of engines, if the AI picks the Last available component.

I would also want to discourage most AI races from tring to build engineless ships. (but if you want to do it, go ahead )

-----------------------------------------

With this new solar sail thing, who would like a new "Die-Hard Sailors" racial trait, that would make you give up fancy engines in favour of more powerful sails and sailing techniques? (Ie. Solar Sail V's, and no engines beyond Ion III)
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  #2  
Old May 18th, 2001, 09:41 PM

Nitram Draw Nitram Draw is offline
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Default Re: Pirates & Nomads update

Does the solar sail use supplies, since it is acting like an engine?
Does it hold supplies? If so, you can give the solar sail the solar panel ability to replinish supplies after combat.
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Old May 21st, 2001, 09:47 PM

WhiteHojo WhiteHojo is offline
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Default Re: Pirates & Nomads update

my god!!! You guys have been busy since I've been away... not only has the pirate mod apparently taken off, ya'll have made considerable progress on the nomad as well?

Not to mention that SJ has made Colonel - congrats...

guess I'll have to find time to try out this new pirate mod
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Old May 21st, 2001, 11:59 PM
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Default Re: Pirates & Nomads update

quote:
Does the solar sail use supplies, since it is acting like an engine?
Does it hold supplies? If so, you can give the solar sail the solar panel ability to replinish supplies after combat.

The solar sails use no supplies, but I think I'll make the "solo" sails use 1 supply per move.

If you're using solar sails without engines, you will HAVE to dedicate space to supply storage, but my supply bays are reasonably sized for the job.

For this mod, the 20kT for solar sails includes the sail material storage space, the hardpoint connections, and the manouevering thruster ports. You decide how much supply storage you need for your weapons.

quote:
my god!!! You guys have been busy since I've been away... not only has the pirate mod apparently taken off, ya'll have made considerable progress on the nomad as well?
Not to mention that SJ has made Colonel - congrats...
Thanks! I don't know how long you've been away, so I can't really tell how much the Nomads have changed since then
I did get the resource generation fixed (used to be 25% of what it should), and they have a lot of nifty toys.

[This message has been edited by suicide_junkie (edited 21 May 2001).]
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