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July 29th, 2001, 08:40 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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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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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 29th, 2001, 11:22 PM
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Sergeant
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Join Date: May 2000
Location: orlando fl
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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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July 29th, 2001, 11:39 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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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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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 30th, 2001, 12:00 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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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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"The Unpronounceable" Krsqk
Basic Tech Mod
-- Basic Tech Mod v.75
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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July 30th, 2001, 12:05 AM
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Private
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Join Date: Apr 2001
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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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July 30th, 2001, 04:58 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: What SE V or SE IV 1.5 needs....LIFEPODS! (and ideas for capturing bonuses)
Positive Random Event.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
New Age Ship Yards
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 30th, 2001, 02:03 PM
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Sergeant
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Join Date: May 2000
Location: orlando fl
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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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