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  #1  
Old January 18th, 2002, 03:57 AM
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Default 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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Old January 18th, 2002, 06:16 AM

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Default 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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Old January 18th, 2002, 06:26 AM

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Default 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.
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Old January 24th, 2002, 06:23 AM

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Default 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
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Old January 24th, 2002, 04:20 PM
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Default 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.
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Old January 24th, 2002, 06:40 PM

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Default 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...
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Old January 25th, 2002, 06:14 AM

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

Those population modidifiers seem to be meant to give more importance to homeworlds. That sounds realistic for B5 and ST, but not for SW where a single planet as unimportant an in SE4. Too bad settings.txt affects all races.
Sounds interesting, but it's not one of my priorities. And even if it is we could just use the same modifiers you posted there.

Yep I was considering making engines of similar sizes for SW races. Maybe they should use the same "useless abilities" to make patching easier.

I'm slowly working on SW techs, and the B5 mod seems to be progressing well.
Now we need someone able to work in Star Trek technologies.
Atrocities? anyone?
Come on I know there are a lot of trekkies out there!
Even if you don't have experience modding you should be able to discuss and give your oppinions here.
I have a few trek weapons copied from that Babylon Trek Wars site. Just need someone to revise them, divide them by race, order them in a tech tree, and add a few more if necessary.
Add Trekkish engines, shields, sensors and other miscellaneous techs.
Many races have too few ship sizes. Some have only 1 or 2.
Propose more sizes to make races more functional. (That doesn't mean giving the Federaion, SSD sized ships. Contrast between races is good.)
Also I had ordered ships by size, but some are supposed to be small and advanced, reorder the techs and give those sizes some advantage such as to hit bonus, speed bonus (less engines per move for their size or mov bonus) or some other built in ability.
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