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  #1  
Old July 13th, 2001, 10:42 AM
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Default Re: Space Monsters!!!

quote:
Originally posted by capnq:
Rather than using ZeroAdunn's suggested custom shipsize, what if you gave the squids a "Squid Brain" component that functions like a Master Computer? The MC bug with the psychic races is supposedly fixed. I've never encountered a computer virus in the game, so I don't know whether it would affect this squid brain.




why not just give it all the abilities for bridge/crew/lifesupport? i think it would be cool if a race could psychially enslave a space monster. sort of like Dune, but not really. if the tech is on racial traits, you cant analyze it for anything.

if you want it to be immune to psychics and to computer viri, make the brain equal to a few dozen crew quarters. psychic take overs are based on the crew capacity of the ship. you could also build in a self destruct function. sure, if the brain goes then it could be captured (psychic or boarding party). what does that get you? a squid corpse in space? you cant repair any of the components, so it does not do any good aside from a trophy.



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  #2  
Old July 13th, 2001, 06:09 PM
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Default Re: Space Monsters!!!

Adding multiple lifesupport or crew quarters abilities gives you no effect. The max is one per component.

If you make the brain an MC with more hitpoints that the most powerful Virus wepaon, it won't be damaged by those weapons.

Psychic allegiance subverters have a success rate equal to the damage rating, in percent.

IE 60 damage = 60% chance of takeover, but only if the shot hit the ship.

Crew Quarters have no effect on the A.S. They do, however, have a built-in 16 points of defence against boarding parties.


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  #3  
Old July 13th, 2001, 10:37 PM
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Default Re: Space Monsters!!!

quote:
Originally posted by suicide_junkie:
Crew Quarters have no effect on the A.S. They do, however, have a built-in 16 points of defence against boarding parties.



I have used dreadnaughts with 3 large mount A.S.es with religious tallismans. they almost always bring down ships dreadnaught size and lower. against starbases, they usually have about a 50% success rate, not per weapon, for the entire volley.

that is just from observation, i dont know how the code in the game handles it. this was also back on Version 1.30
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Old January 15th, 2002, 12:36 PM

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Default Re: Space Monsters!!!

So where can I download this wonderfull mod? =)

All I've found in the mod section was the neomod, but that modded a whole lot more, and gave me range-check errors when checking for shipsizes. Also the space-monsters didnt tech up, and I heard someone mention they had a mod where the space-monsters teched up slowly? (probably with the research generated by their homeworld).
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Old January 15th, 2002, 03:54 PM
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Default Re: Space Monsters!!!

quote:
I have used dreadnaughts with 3 large mount A.S.es with religious tallismans. they almost always bring down ships dreadnaught size and lower. against starbases, they usually have about a 50% success rate, not per weapon, for the entire volley.
Interesting...was this under standard SE4?
Also, did you see that effect in the simulator as well? (it makes testing much easier )
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  #6  
Old January 16th, 2002, 04:36 AM
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Default Re: Space Monsters!!!

yes to the first question, and 'i didnt try' to the second one. of course, i cant swear to the range i was at. so in hind sight, the success may have been dependant on my range. it would be worth trying at various ranges, but i CAN tell you that sometimes the first hit at a range would not work but the second or third one would.

to be honest, i have been so put off by the ineffectiveness of psychic techs compared to their research costs, that i have not fooled with them in a long time.
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  #7  
Old January 16th, 2002, 05:36 AM
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Default Re: Space Monsters!!!

I am wondering where i coudl get this great addition? and is it actuallyin P&N because i didn't see the ability to be a monster/have monsters in your game. I also think to offset the talisman maybe pyshic or some other racial trait could have a really great ECM device.
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