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  #1  
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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Old February 12th, 2005, 04:41 PM
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Default Re: Capship Mod

No, unfortunately you can't use multiple damage types.
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Old February 12th, 2005, 04:46 PM
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Default Re: Capship Mod

About the engines, there are the same number of engines as in the stock game.

No, facilities can't have weapons.
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Old February 14th, 2005, 05:50 PM
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Default Re: Capship Mod

Problem with that is: I've added Large-Scale Gatling Cannons and Heavy Vulcan Autocannons that fire really fast... will do the supply thing tho, but remember: projectiles are relatively weak in comparison to energy weaps (especially anti-capship weaponry... 1K consistent damage on a range of approx. seven. OMFG) and you still have torps to take up the middle.
So the basic weapon usage layout would be:
-Early game: Projectile, perhaps early Torps, perhaps early Beams
-Middle game: Projectile, Torps, stronger Beams
-Late game: advanced Projectile, minor usage of Torps and large-scale Beam weapon deployment

Still a [censored] pity of the GC... realy wanted to add that Artillery. Oh well. Back to the drawing board then. Will have to make the Artillery space-based long-range heavy weaponry...
Damage(approx):
0 0 0 1K25 1K 1K 750 750 500 500 250 250 250
and:
0 0 0 0 0 1K5 1K5 1K25 1K25 1K25 1K 1K 1K 1K 1K
and:
0 0 0 250 250 0 0 0 0 0 2K 1K75 1K5 1K25 1K
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Old February 14th, 2005, 07:10 PM
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Default Re: Capship Mod

Check out GritEcon mod.

http://imagemodserver.mine.nu/other/...Mods/GritEcon/

It has infantry, tanks, and artillery. Infantry do piddly damage, but have tons of hit points. Artillery do must more damage, but have piddly hit points. Tanks do less damage than artillery and have fewer hit points than infantry. You need infantry to soak up damage, but you need heavy vehicles to do any real damage.
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Old February 14th, 2005, 11:50 PM
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Default Re: Capship Mod

Plus, build costs go up rapidly with increasing size.

You can easily throw 10,000 infantry around in multiple major planetary assaults, and throw a few thousand light tanks in to back them up, but you have to carefully hoard your couple hundred heavy tanks and save them for the important battles.
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Old February 20th, 2005, 12:19 PM
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Default Re: Capship Mod

Am currently working to update Capship for Imagemod in the latest version (Components 24b) and it's a major PITA. I seem to have overwritten one Capship pic, and am trying to find its counterpart (it was modified from the Proportions energy rifle) and recreate it. Also need to scale down all images *AGAIN* to fit them into Components... then need to give a fair portion of the comps a new pic (as I worked with a slightly modified Proportions comp set until now, so I need to find *ALL* comps with Proportions/custom images... and find their new counterparts...

As I said, real PITA.

I'm considering sending in some/all of my new custom pics as comp additions for Imagemod. Also wish to thank DEG for making such excellent pics... I took some pics from the old Avatar Emporium (none used, to my knowledge) and used them as infantry pics. Also thanks to DeadZone for pointing me to a page full of info about the M109 - the artillery unit in his avatar - where I found excellent tank/artillery/mech infantry pics.

No new versions anytime soon, as I've just started re-adding armor - in a major fashion. Already have several types of armor, and that's just low-tech. Planning to add an entire Armor tech TREE - and a Xeno-Science/Xeno-Technology tech tree, which gives access to exotic technologies that are expensive but powerful.

This is beginning to sound like a blog entry.
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Old February 20th, 2005, 04:46 PM
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Default Re: Capship Mod

Why not just submit these new images to the Image Mod and save yourself the trouble of redoing them for future image mod updates?
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  #9  
Old February 19th, 2005, 12:13 PM
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Default Re: Capship Mod

Oh. Well, thanks. I'll remove it rightaway.
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  #10  
Old March 9th, 2005, 10:04 AM
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Default Re: Capship Mod

It can take a slow ship MONTHS to traverse a solar system, but small, super-fast probes could easily reach those ships in time, so there'd be no lag game-technically speaking..... and there's no way to simulate it.
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