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  #1  
Old January 13th, 2002, 09:06 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I guess my question about ship classes has already been answered.

Did you copy those values for ship tonnage directly from Babylon Trek Wars? Cause they seem pretty strange for SEIV ship sizes, especially ships with values like 622 and 138.

[ 13 January 2002: Message edited by: Imperator Fyron ]

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Old January 14th, 2002, 05:29 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

AFAIK no one has already started this.
I’m revising my old starwars mod, Bearclaw is working the “Force sensitive” racial trait I never got to add. And some Bab5 techs have been mentioned in the B5 mod thread, IIRC Val and s_j were working on them.
Ship tonnage is based on their known tonnage or estimations of their "real" tonnage and then scaled to make logical SE4 sizes. Some races will need a few more sizes and maybe rounding the values is not a bad idea.
Yep advanced faster space yards for races with really big ships sounds like a good idea.
The 2nd Death Star was build in ~6 months (alright it wasn't finished).

[ 14 January 2002: Message edited by: Andrés Lescano ]

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Old January 14th, 2002, 06:41 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

No, don't round the values. It might be a little annoyance if the minimum component tonnage is still 10, but keep the tonnages especially if the minimum component tonnage is 1.
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Old January 16th, 2002, 12:25 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I'm working on the Yuuzhan Vong tech tree.
These nasty humanoids hate all non-organic technology so they shouldn't share the tech of any other race (with the only yet unlikely exemption of other advanced organic manipulation races such as the Vorlon)
Although they do breath oxygen, they terraform planets optimizing them for their facilities (shipwombs and others) and rendering them toxic to other races. I'm planning to represent this by making them the only or one of the few races that breath some other atmosphere such as methane and giving them some terraforming technologies (Dweebit Beetles, Red Sphere).
They have a wide variety of troop weapons, but only one starship weapon (Plasma Cannon). I was tempted to convert some troop weapons to starship weapons but decided no to.

One of their most interesting living components are the "Dovin Basals", gravity manipulation creatures, they are used as engines, shields, to disrupt enemy shields and weapons and even for stellar manipulation.
They are very versatile, but they can't do everything at the same time, so I was planning to have several Versions, the 1st, engine + shields at higher levels, another shield zapping specialized, and another one for stellar manipulation.
Can the "Sector - Shield Disruption" ability be used in components? I can't make it affect only the enemy, but I can try to compensate with a "Shield Modifier - System" ability.
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Old January 16th, 2002, 05:31 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Can the "Sector - Shield Disruption" ability be used in components?


Yeah, and I think one of the mods uses it on bases.

quote:
I can't make it affect only the enemy, but I can try to compensate with a "Shield Modifier - System" ability.



This ability won't lower enemy shields, if that is your goal. It only affects your own ships. I don't know if a negative value would work for it, and I don't know if it would work anyways.

Baron Munchausen posted this a while ago:

quote:
There are far more 'racial traits' available than are used in the current control files. As an old-time executable snooper I loaded the se4.exe into a viewer ages ago. I've only used one so far, but it works fine.
Name := Natural Engineers
Description := Repairs are made at 150% of their normal rate.
Pic Num := 0
General Type := Advantage
Cost := 1000
Trait Type := Repair
Value 1 := 50
Value 2 := 0
Required Trait 1 := None
Required Trait 2 := None
Required Trait 3 := None
Restricted Trait 1 := None
Restricted Trait 2 := None
Restricted Trait 3 := None

This gives a 50 percent boost to repair rate as you would think. The abilities currently used in the default config are:

Supply Cost,
No Plagues,
No Spaceports,
Luck,
Vehicle Speed,
Galaxy Seen,
Planet Storage Space,
Planetary SY Rate,
Tech Area,
Population Emotionless,
Tech Area (racial techs, of course)

Other abilities listed in the executable, which may or may not all work, are the following:

Troops Bonus
Fighter Bonus
Ship Bonus
Mineral Production
Mineral Storage
Organics Production
Organics Storage
Radioactives Production
Radioactives Storage
Research Production
Intelligence Production
Trade
Ground Combat
Space Combat
Maintenance Cost
Ship Attack
Ship Defense

As you can see, many of them look like duplicates. But some experimentation that I don't have the patience for (Edit racialtraits.txt file, start new game, create race & experiment with new trait...) might turn up some others that are usable. Too bad there's not a "Ship SIZE" ability, huh? Having larger ships at all tech levels would be a cool advantage.


We should try using some of these other racial abilities in the mod. I know that the Resource Storage abilities work, because I tested them before.

[ 16 January 2002: Message edited by: Imperator Fyron ]

[ 16 January 2002: Message edited by: Imperator Fyron ]

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  #6  
Old January 16th, 2002, 06:48 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Actually I was thinking of a negative Sector - Shield Disruption + a positive Shield Modifier - System to restore the shields in your ships.
Would the two abilities work fine togeather?
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Old January 16th, 2002, 07:22 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Yeah, if the Shield Modification - System ability works on a ship component, then they should work how you are planning.
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