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January 7th, 2005, 08:32 AM
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First Lieutenant
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Re: A new mod: Epic Empires
First of all, thank you for taking a look at the mod. I appreciate the input.
Did some more playtesting and I've come to agree, the shield regen was too high. So on that note  :
Quote:
from change log.txt
Beta .101
changed shield regen rates to 10% of base shield points
scaled suppy usage with engine size
corrected ommissions from facility.txt
added tech requirement to shield mounts to keep them from showing up before shields are researched
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I'm sure there's tons more I need to do (there's no AI at all) but I'm working on it.
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January 7th, 2005, 09:31 AM
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National Security Advisor
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Re: A new mod: Epic Empires
I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields? 
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January 7th, 2005, 01:32 PM
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Shrapnel Fanatic
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Re: A new mod: Epic Empires
I had a simular idea, but it was to much work to do at the time. I really should work on my old mod (Formerly called the Conquest Mod).
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January 7th, 2005, 03:43 PM
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Shrapnel Fanatic
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Re: A new mod: Epic Empires
Quote:
geoschmo said:
I actually had this idea for a mod a long time ago but never really tried it out. Where shields would regenerate completely after every combat turn, but the shield points would be much much lower then in the stock game. I saw it as a way to make something similer to how I thought emmisive armor really should work. Leaky shields?
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Add some crystalline armor ability to the mix and you get very leaky shields. 
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January 7th, 2005, 04:13 PM
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Shrapnel Fanatic
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Re: A new mod: Epic Empires
"Consistently Leaky" you might say 
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January 7th, 2005, 04:43 PM
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Shrapnel Fanatic
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Re: A new mod: Epic Empires
You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept. I can see the need, and desire to have such shields, but to get them to work properly is a real PITA.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 7th, 2005, 08:36 PM
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First Lieutenant
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Re: A new mod: Epic Empires
Another (very)small update.
From change log
Quote:
Beta .102
doubled planetary cargo space
added tech requirement to weapon mounts
added Psychic Warheads for mines
corrected error in WP mounts
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I've started working on the AI and I'm ready to pull my hair out! AI modding has got to be the weakest part of modding this game. I sure hope SEV uses scripts for the AI!

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January 7th, 2005, 09:14 PM
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General
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Re: A new mod: Epic Empires
Psychic warheads? 
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January 8th, 2005, 02:12 AM
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Shrapnel Fanatic
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Re: A new mod: Epic Empires
Quote:
Atrocities said:
You know, I really put a lot of thought into this leaky armor and shields and have to say that I am not a big fan of the concept. I can see the need, and desire to have such shields, but to get them to work properly is a real PITA.
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No, getting them to work is extremely simple... Reduce shield generation to low levels, add crystalline armor ability with similar values, and away you go. Finding an optimal balance of values is a tad more complex, but not by much. Certainly no more of a "PITA" than any other modding effort.
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