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  #11  
Old September 13th, 2001, 10:57 AM
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Default Re: PCMod under construction. Permissions needed.

Woo - like the look of this. I am a big Devnullmod player, so I think I will fit right into this new mod.



------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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  #12  
Old September 13th, 2001, 02:09 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: PCMod under construction. Permissions needed.

quote:
-missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers)
Which are currently not operational, due to SE4 not even checking for the "capture ship" ability on units. You'll have to wait for these to become useful in a future patch.


Be sure to add in the PD repulsor!
- whatever cost you like
- picture # 147 (Repulsor beam on a small turret)
- 5 KT, or so
- 1 damage ("pushes target")
- 1 range
- 1 reload

4 of these can hold off a single low tech missile group indefinitely. Any number of them will reduce damage from plasma missiles, and they also help to keep fighters from ramming you.

[This message has been edited by suicide_junkie (edited 13 September 2001).]
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  #13  
Old September 13th, 2001, 04:29 PM

HreDaak HreDaak is offline
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Default Re: PCMod under construction. Permissions needed.

A couple of suggestions...

Sector Cloaking Device. The Ability Sector - Sight Obscuration works on planets and components, it cloaks planets too. I think that every Sector wide ability in the Abilities.txt file works on components, not sure of this though. Especially Sector - Damage might me interesting on a ship .

From system wide abilities atleast Planet Value Change - System works on components. Possibly the others work too.. i havent tested them yet.

Components based on these might be nice to see in mods.. though i could imagine that they would cause serious balance problems if not handled correctly...

btw, that point-defense repulsor component idea rocks...

[This message has been edited by HreDaak (edited 13 September 2001).]
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  #14  
Old September 13th, 2001, 08:00 PM
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Default Re: PCMod under construction. Permissions needed.

quote:
Originally posted by suicide_junkie:
Quote:
-missionaries-combattant (fighter based boarding parties, thanks to P&N swashbucklers)
Which are currently not operational, due to SE4 not even checking for the "capture ship" ability on units. You'll have to wait for these to become useful in a future patch.
i swear that i remember using them in the Andromeda scenario. I dont think that i imagined it, but i will have to double check now. thats alright tho, we will just give the religious something else. maybe they can disbelieve things and turn oncomming missiles into nothingness

since everyone is so keen on them, i will sneak the point defense repulsor in there too.

system abilities on ships is something that i toyed with a long time ago, and the cloaking never worked quite right. you cant make planets disappear, but you can make them seem unpopulated. you can also prevent them from being attacked, which is slightly silly.

system wide value changeing components might be a tad powerful, but if they were put under advanced religious, and the trait cost was upped, and they were sufficiently hard to research and build, it might be okay.

Since I am doing alot of the balancing with research costs, a high tech game might find most of the people taking similar traits.

[This message has been edited by Puke (edited 13 September 2001).]
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  #15  
Old September 14th, 2001, 12:27 AM
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Default Re: PCMod under construction. Permissions needed.

quote:
thats alright tho, we will just give the religious something else. maybe they can disbelieve things and turn oncomming missiles into nothingness
Or whales. Or pots of petunias.

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Cap'n Q

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human mind to correlate all of its contents. We live on a placid
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not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 13 September 2001).]
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  #16  
Old September 14th, 2001, 09:41 AM

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Default Re: PCMod under construction. Permissions needed.

quote:
Originally posted by Puke:


system abilities on ships is something that i toyed with a long time ago, and the cloaking never worked quite right. you cant make planets disappear, but you can make them seem unpopulated. you can also prevent them from being attacked, which is slightly silly.




I just ran another test game and that Sector - Sight Obscuration ability is definately working on ship components. It cloaks everything else except stars, warp points, storms and asteroids. This is in v 1.41. Any sensor that has equal or higher sensor level than the target sectors/ship components Sight Obscuration level can see everything in this cloaked sector. One bad side effect in this ability is the fact that it does not consume any suplies and it cannot be turned on/off.

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  #17  
Old September 14th, 2001, 10:18 AM
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dogscoff dogscoff is offline
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Default Re: PCMod under construction. Permissions needed.

QUOTE:
. It cloaks everything else except stars, warp points, storms and asteroids
/QUOTE

What a very very very very cool component. You could have some great games with that.

Could you use the energy transmission lens (systm wide shield boost) ability on a component? Imagine a mod where even the most advanced shield generators only generate 10 shield points each and you need a "booster" ship to support each system.

------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.

[This message has been edited by dogscoff (edited 14 September 2001).]
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