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  #1  
Old July 29th, 2001, 08:40 PM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
Originally posted by MKSheppard:
HOLODECKS: Increases Ship Training by 1% per
turn up to 25%. Sucks lots of supply though.
Unfortunately, I cannot make the holodecks
randomly explode, wounding your command crew
when they try to play detective mysteries, or
have holographic entities try and take over
the ship



im not sure if this is facility only, or if you can put it on components. you should be able to have them increase the bad event chance though.

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  #2  
Old July 29th, 2001, 11:22 PM

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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Also, I don't think that any component that isn't an engine or a weapon will use supplies. Then again, I'm not exactly sure, so, correct me if I'm wrong.

I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.
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  #3  
Old July 29th, 2001, 11:39 PM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)

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Old July 30th, 2001, 12:00 AM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
components that you 'use' can have supply requirements. examples are cloaking and stellar manipulation (that is, at least i think they fixed it so SM uses supply)
It definitely uses supply--so much so that you either need Quantum Cheesies or a repair ship with massive supply storage and solar collectors in the same fleet.

Since this component wouldn't be "used," you could probably just give it a supply storage capacity of, say, -2000 or so. (Don't know what would be reasonable; that's just the first number that came to mind.) I didn't realize you could put Ship Training and Fleet Training as component abilities--I thought they were facility-only. If they work on components, they should work for every ship in the same sector, according to the abilities.txt file.

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  #5  
Old July 30th, 2001, 12:05 AM

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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
I'm putting external cargo and supply storage in my mod as well, and since all races will start out with armor as a tech at level one, you won't see the A.I. USING them as armor.


The armor effect is a 'bonus', gained from
having the stuff on the exterior, between
the hull and space, acting in effect, as
de facto armor.
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Old July 30th, 2001, 04:58 AM
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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

Positive Random Event.


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Old July 30th, 2001, 02:03 PM

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Default Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)

quote:
Originally posted by MKSheppard:
The armor effect is a 'bonus', gained from
having the stuff on the exterior, between
the hull and space, acting in effect, as
de facto armor.



I know that, and you know that. But, the AI doesn't, and if they don't have a better weight:KT ratio armor, the AI will design ships with external components as armor. So, if armor isn't a starting tech, you will see some weird-*** designs.
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