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  #1  
Old February 13th, 2005, 07:28 AM
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Default Re: Capship Mod

And... once, I made a long Ability descr, but then ALL THREE ability descrs, the other two of which were one line, were just TOTAL BLACKNESS BEHIND THE BULLET when I rightclicked the comp ingame... y?

edit: OK... so that didn't make much sense.
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Old February 13th, 2005, 03:55 PM
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Default Re: Capship Mod

Quote:
StrategiaInUltima said:
And... once, I made a long Ability descr, but then ALL THREE ability descrs, the other two of which were one line, were just TOTAL BLACKNESS BEHIND THE BULLET when I rightclicked the comp ingame... y?

edit: OK... so that didn't make much sense.
Yes, this happens all too often. It also happens if the component description is long enough to go below the component image...
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Old February 16th, 2005, 03:56 PM
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Default Re: Capship Mod

I know, and I think that about half of the AI files shouldn't pose that much of a problem... I mean, the Design Creation works approximately the same as the Quadrant Types and Happiness (in my eyes). It's just that Research will be a pain in the frickin butt to mod...
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Old February 16th, 2005, 04:03 PM
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Default Re: Capship Mod

About the best way to do the research files for a mod is to play as the race you're working on a few times keeping track of what you research and go with whatever way works out the best. It's a PIA but it's about the only way to go.
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Old March 2nd, 2005, 04:34 PM
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Default Re: Capship Mod

Ten units of supplies. I tried using "Attack" to get it to an adjacent square but it wouldn't work.
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Old February 12th, 2005, 04:00 PM
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Default Re: Capship Mod

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StrategiaInUltima said:
Erm... Nodachi... I've tried three times, but something's wrong - perhaps with my copy of PowerArchiver or with the file or the disk. When I download it it shows up as being 79kB, and it conitnues to say that when I put it on a disk and transfer it to my own computer (I've got no internet connection on my PC, so data transfer has to happen with disks.) but when I open it, it shows only "changelog.txt" as being 200kB and packed as 400kB, and it won't open or extract. Could you plz make a zipfile of your mod and post it again? Perhaps then it'll work...
You need WinRar (shareware) or 7-Zip (freeware/open source) to handle RAR files. Zip is such a poor format...

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StrategiaInUltima said:
but why do ALL facilities generate shields AND regenerate them at the same rate? This way, glassing a homeworld will be IMPOSSIBLE...
Glassing a homeworld should be very difficult to do... Glassing planets in stock SE4 is way too easy to accomplish. A decent sized fleet should be able to overcome even large amounts of planetary shielding. Unless, of course, Nodachi gave them 50000000 shield points each or something.
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Old February 14th, 2005, 09:24 AM
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Default Re: Capship Mod

Thnx. I'm not planning to add leaky shields, I'm just going to make projectile (i.e. non-energy) weapons skip all shields, to reflect real life - an incoming laser beam might be scattered by a strong EM field, but a bullet will go right through it. I'll also revise the entire armor system. With everything I've planned for 0.81, I think it'll be quite some time before it's in working order.

edit: Torps will skip normal shields. They're essentially projectiles, but they have strong energy warheads. The projectile will be able to travel through a normal shield, but a phased shield will suck all energy out of the warhead.

Among other things, I'm completely revamping ground combat. Fighter weapons can no longer be placed on troops, now you have infantry, mech infantry, armor detachments, artillery, air units etc.

(Note: Thanks to DEG for making some of the pics I'm using as infantry/officer units... also used two of these to use as new pics for the boarding marines/security forces comps.)
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Old February 14th, 2005, 04:08 PM
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Default Re: Capship Mod

How about giving projectile weapons 4x damage to shields instead of making them skip all shielding? It would have a similar effect, but it wouldn't render the shields 100% useless... Surely those energy barriers would do something to slow down or deflect projectiles?

How are you planning to balance shield piercing projectiles with energy weapons?

Quote:
What are the Range effects of troop weapons?
Troop combat is really primitive. All weapons do damage listed at range 1 every round. Range and rate of fire are irrelevant. There is no distance. Both sides just line up and fire at each other until one side is dead. Make sure to balance all troop weapons with this in mind.
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  #9  
Old February 13th, 2005, 07:08 AM
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Default Re: Capship Mod

Ah... thank you. But, can you make a comp which produces res and intel? I've tried it once, for another (personal) mod, but it didn't work...
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Old February 12th, 2005, 04:28 PM
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Default Re: Capship Mod

Hmmm... and the regeneration? That makes it an all-or-nothing hit... and I probably had a corrupted download. The zip file took about seventeen seconds to download, whereas the rar was done instantly. It now works, tho. And my question still stands: can you make weapons with multiple damage types?
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