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  #31  
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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  #32  
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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  #33  
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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  #34  
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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  #35  
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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  #36  
Old January 17th, 2002, 01:03 AM
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Default Re: Space Monsters!!!

quote:
I also think to offset the talisman maybe pyshic or some other racial trait could have a really great ECM device.


That would not help against ships with talismans. A ship with a talisman on it always hits, regardless of the ECM of the target.
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  #37  
Old January 17th, 2002, 02:52 AM
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Default Re: Space Monsters!!!

Dudes,

Although I think space monsters would be fun, and I don't think they'll ever be included in SE IV in any official capacity. Let's hope they'll pop in SE V though!
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  #38  
Old January 17th, 2002, 02:57 AM
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Default Re: Space Monsters!!!

maybe not officially in se4, but they can be modded very effectively. maybe if you gave their hulls the emissive armor ability with a threshold of about 150 points of damage. you would have to take them out with capital ships, and they would be almost unstopable in the early game. maybe as they tech up, their newer hulls would have higher thresholds so you would need 900+ damage to hurt them late in the game. you would have to use dreadnaughts with WMGs or PSPs or the like.
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  #39  
Old January 17th, 2002, 03:51 AM
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Default Re: Space Monsters!!!

okay okay okay. there are alot of ideas for space monster races out here. i think we should make a SPACE MONSTER MOD that puts them all together into a MONSTER MASH scenario. make 4 or 5 monster races using the ideas described here. one could be the big nasty organic monsters, another could be the super stealthy undetectable monsters, another could be the ones with psychic abilities and boarding parties and shield depleters all built in. yet another could be crystaline space monsters..

throw them all together into a scenario and put it on team mode. if they dont expand past their one homeworld, the monsters should not fight each other (angry values should not increase, as there would be no contested systems). your goal would be to survive and eradicate the space monsters. difficulty could be ramped up for multiplayer games by optionally giving the space monsters cultures with things like +200% traits to make them that much harder. of course they would have to be non-treaty making xenophobes.
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  #40  
Old January 17th, 2002, 07:24 AM
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Default Re: Space Monsters!!!

quote:
maybe if you gave their hulls the emissive armor ability with a threshold of about 150 points of damage
You would not require large capital ships with WMGs, but rather a stack of fighters.

50 Fighters with DUC I's can do 1000 damage per shot, as far as emissive armor sees it.

In one game, I was using Very Heavily shielded large fighters, that could destroy an AI baseship in three shots, and lose only one or two fighters.
(I had organic & religious, so 100% to-hit, plus lightning rays did almost 1200-1500 damage using only 30-40 fighters)
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