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  #1  
Old February 18th, 2005, 02:42 PM
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Default Re: Capship Mod

Just happened to glance through the components and found this:

Code:

Ability 1 Type := Palace
Ability 1 Descr := The robots do not respond well to unknown situations - so they're experiencing 20% less accuracy.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Robotic Troopers are placed at the very front lines, to protect the more effective infantry behind them.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0


The first ability will have no effect because it's a Palace and has a zero ability amount anyway, and the second will have no effect because troops don't take partial damage.
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  #2  
Old February 18th, 2005, 03:32 PM

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Default Re: Capship Mod

The first is just a description placeholder; the actual effect is elsewhere.
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  #3  
Old February 18th, 2005, 03:52 PM
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Default Re: Capship Mod

The first ability is a very good modding practice. It gives explicit reference to a bonus/penalty to hit for that component. At least, I assume so based on the description.

Troops that die first are those that are loaded onto the transport first. First in, first out. Abilities, size, hit points, etc. have nothing to do with it.
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  #4  
Old March 6th, 2005, 07:27 AM
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Default Re: Capship Mod

What is an Ansible? Is that some sort of experimental spacecraft or something?
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Old March 6th, 2005, 08:53 PM
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Default Re: Capship Mod

In the book Ender's Game by Orson Scott Card, the Ansible was a device used to communicate with a space fleet at FTL speed.

The fleet was slower than light and took many years to reach its destination, but Ender was able to command the fleet in real time when it finally did because of the Ansible.
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  #6  
Old March 7th, 2005, 06:50 AM
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Default Re: Capship Mod

I knew I knew that from somewhere!

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Old April 4th, 2005, 06:36 AM
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Default Re: Capship Mod

You're not strictly enforced to do it, you can place masses of Interceptor weapons on bombers, what I meant is that heavier anti-attack craft weaponry and anti-ship weaponry gets increasingly larger, and the I/S/B is mainly just a means of defining the max level of weaponry you can place on the craft. Interceptors can be built/launched in swarms, are very fast but cannot wield heavy anti-AC weaponry, they're mainly limited to swarming enemy S/Bs and mainly harassing them, superiority fighters can carry swarms of Interceptor weapons but they can also carry some heavier, longer-ranged anti-AC weapons, but they are slower - designed to fulfill a more defensive role, escorting warships and bombers and protecting them from enemy interceptor/superiority attack. Bombers are simply the minimum size ACs that can carry anti-ship weapons, but you can also cram Heavy Bombers with Interceptor weapons and thereby spread out your to-hit chances against ACs. Normal PD can only target seekers, and modded PD will be a threat to ACs but if you put enough armor on them they'll be able to hold their own against ships with PD. Bombers will thus be a pretty serious threat for smaller warships, and can be an effective support when attacking capital warships, but since PD will be less effective against them, you'll need interceptors and superiority fighters to take out enemy bombers before they can cause serious damage/interference to your fleet.
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Old March 4th, 2005, 06:01 AM
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Default Re: Capship Mod

I think ships with high LS and low CQ requirement, and at least 30% or so cargo storage, as I'm not plannning to go for shipboard cargo storage for quite some time, so I'll make a dummy storage comp with the name Cryo-Chamber or something. Sleeper ships will use lots of supplies, to run the cryo-chambers, but will have good speed.

And as for cargo transfer between systems, you ask, as there will be no cargo ships soon? Simple. RLVs. Store them on on-board bays on your solar sail ships or sleeper ships and use them to traverse the warp points.

edit: note: RLVs are fighters.

edit 2: I think I'm going to make solar sail ships smaller, cheaper, shorter-ranged ships that you can use for any number of reasons for almost any purpose. I think I'm going to make the big, expensive sleeper ships the only possibility for people to colonize new extrasolar planets. I think I will make an RLV module with a colony pod, but I'm going to make the required RLV so big that you can't carry it across warp points with solar sail ships or sleeper ships. Sleepers will be your only extrasolar colonizers.

Oh and I think that while sleeper ships use lots of supplies, they will also be able to store lots of them, and later on they will use less and less, and perhaps even get QR ability, for maximum operational range. They will still be big, slow moving juggernoughts.

Hmm..... methinks of massive campaigns where you dispatch massive slow fleets of sleeper warships to a destination and that the actual battle takes place years later? (Grebulon base on Rupert anyone?) Methinks solar sail ships and RLVs will rendezvous with the fleet while it is still in your territory to give it, say, fighters or support RLVs or support SLVs that were not ready when the fleet was dispatched? Methinks of solar sail interceptors, ready to swarm sleeper warships in large numbers as soon as you see them.....

Methinks a lot.

Methinks me would like to play this mod had it been already finished and created by someone else.
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Old March 5th, 2005, 08:36 PM
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Default Re: Capship Mod

Methinks you need an Ansible
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  #10  
Old April 3rd, 2005, 10:03 AM
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Default Re: Capship Mod

.....does anybody know if you can have "area-of-effect" warheads? I mean adding damage at range 2 as well, so that if you ram an enemy ship any ships directly adjacent to it will be damaged as well.
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