|
|
|
 |

January 17th, 2002, 06:27 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
|

January 18th, 2002, 03:57 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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 ]
|

January 18th, 2002, 06:16 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

January 18th, 2002, 06:26 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Another thing I found is that the temporary large engine confuses AI that attempt to place it in small ships where they can only put 1 and it doesn't leave space for other components.
I'm removing the temp filler now. And races will get large engines along with the big ships, so that should at least partially sove the problem.
I wish there were engine mounts that worked somehow like weapon mounts increasin their performance and with size limits.
|

January 24th, 2002, 06:23 AM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I added the Babylon 5 engines and reactors posted in the B5 mod thread.
They seem to work fine with the custom ship sizes I had made. Still have to try the "useless ability" solution to the large sized engines proposed in that thread.
Sci-Fi Crossover Mod
|

January 24th, 2002, 04:20 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Hey, do you guys want me to generate a population modifier scheme for you?
In the B5 thread, I posted a 350KB file (SE4 handles it no prob) to paste into Settings.txt
What it does, is:
a) Plantary construction starts at 10%, and increases by 1% every 50M people. Homeworlds get about 400% Production, while new colonies are very slow builders. (Fear the Sphereworld!)
b) Resource production rapidly increases to 200% production, then fades back to 50% as the population grows into the multi-billions. The actual curve is a streched sine wave.
Any simple pattern you want can be done, and I can generate previews for you to compare.
__________________
Things you want:
|

January 24th, 2002, 06:40 PM
|
Major
|
|
Join Date: Oct 2001
Location: Lansdale, PA
Posts: 1,022
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Once we add the 'useless abilities' to the engines, you'll be able to cut and paste it over
Hoping to have weapons done in the next week or three...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|