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  #1  
Old October 3rd, 2005, 06:23 PM
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Ed Kolis Ed Kolis is offline
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Default Re: SE II mod

Nice...

Hmm... you seem to have misspelled "research" in several places...
Ummmmm... did you realize that Shielded ships are invincible??? The shield component, by having 0kT structure, will never get hit, and thus the ship cannot be destroyed! Why don't you remove the Armor and Hull components (in SE2 they're useless anyway) and just give the Shield 10HP, 0 shield points, the "hit first" ability, and an Armor Regeneration ability of 0? Then the shield will repair after combat as it should. (Actually, DID shields repair after combat in SE2, or did they require a spaceyard? I really can't remember...)
Eek! The control center has zero hitpoints as well! Now ALL ships will be invincible!
The fighter spaceyard has zero HP as well...
Clever idea using disposable drones for research, though! And setting the refit cost for comp removal to a ridiculously high number to prevent true refitting... I like it!
What's up with the ship movement speeds? I put 4 engines on my escort, but it moves at speed 6??? Is this supposed to account for the different system sizes in SE2 and SE4?
Why is the L2 science bay so expensive compared to the L3?
Too bad you always start with some organics though... that makes early research go too fast...
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  #2  
Old October 4th, 2005, 10:09 AM
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Default Re: SE II mod

I didn't know 0Kt damage ment they never got destroyed. I thought they were just last to be hit, which is what I wanted for the control center. It's only function is supposed to be to get SE IV to give it full movement untill the ship is destroyed. Maybe I'll have to go with a damage of 1 instead.

I was thinking the same thing about the shields, hull and armor, I wanted my first draft to resemble SE II as much as possible, just to see what worked and what didn't.

Shields needed a SY in SE II to be repaired. 1 shield/component repaired, so replacing the shield with the armor ability should work like I want.

Yes the movement was intentional, I just forgot to point it out. SE II systems were 9 spaces across, SE IV are 13, the math works out pretty close.

The L2 science bay is expensive to use us the starting resources. If you play with 5000 starting resources, converting 5000 minerals and radioactives into organics, you have 6000 organics to start with. Add 2000 more minerals converted to organics, gives you 6200, the cost to reaserch level two.

Spelling is not my strong point. Feel free to let me know where I messed up.
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  #3  
Old October 4th, 2005, 12:07 PM
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Default Re: SE II mod

The chance of a component getting hit is (hitpoints) / (total ship hp)

Zero hitpoints = never hit.
never hit = never destroyed
at least 1 intact component = ship dosen't blow up.

Once all the other components are gone, your ship wreck tends to become etherial.
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Old October 5th, 2005, 10:37 AM
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Default Re: SE II mod

OK, I fixed a few things. Shouldn't have invincible ships anymore. Fixed the spelling of research (hope I got them all). Changed shields to armor ability, dropped armor and hull comps.

Please let me know if you find anything else.
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