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January 16th, 2002, 06:48 AM
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Major
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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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January 16th, 2002, 07:22 AM
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Shrapnel Fanatic
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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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January 16th, 2002, 04:23 PM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Unless one stacks and the other dosen't.
Be sure to test it with multiple ships at once.
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January 17th, 2002, 06:58 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
In my first experiments the combination of the two abilities seems to be working even better than what I expected. I though that shields of low shielded ships would be increased to the amount of the abilities, but that doesn’t seem to be happening. Non of them seems to stack what I think it’s ok.
Another problem I found playing with the Vong is that they don’t have a ship size to use as a practical colony ship, since they jump from a 185 kt Corvette to a 2056 kt Light Cruiser (yes it’s “light” assault and grand cruisers are 5023 and 9954 kt).
I should probably give them one or two intermediate sizes, but the question is: should colony ships be available to all races instead of only the ones with the standard SE4 racial trait?
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January 17th, 2002, 06:27 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I was wrong both abilities do stack, but they were nullifying each other.
I hadn’t try with ships in the system but no in the same sector.
My shields were increased by stacked shield modifiers, while enemy shields were unaffected.
The problem is that as their names state the shield modifier affects the whole system while the shield disruption only the sector.
I think that the best solution would be to forget the fancy abilities and just make it a powerful shields-only weapon.
And again, what do you think about colony ships?
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January 18th, 2002, 03:57 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Every race should have access to a colony ship. I don't think you really need to make a different one for every race, so its fine if you just let all races use the same colony ship.
[ 18 January 2002: Message edited by: Imperator Fyron ]
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January 18th, 2002, 06:16 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Then I'll just remove the Ship Construction 1 tech requirement of the colony ships. (That tech requires the "Standard SE4" racial trait.
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