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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?

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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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