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  #1  
Old January 25th, 2002, 04:46 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

What kind of spread do you have on weapon damage?
If its not too great, you could try the crystalline effect for trekkie shields.
Get them to deflect 90% of the damage of most weapons back into the shields, but make the shield generators "armor".
When you make ablative armor, it should have fewer hitpoints than the shield generator "armor", so that it gets hit first... that means the ablative components must be smaller in order to maintain a good HP/KT ratio.

PS: regarding the pop modifiers, my point was that I can easily change any of the parameters. If you want SY rate to increase rapidly and reach a max early, no prob. Any function that I can type in to the computer is fair game.
The big thing here is that I can generate 2000 modifiers, so you get smooth production increases.
Only a 1% change between any two modifers if you want.

[ 25 January 2002: Message edited by: suicide_junkie ]

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Old January 28th, 2002, 10:19 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Has there been any thought of adding stuff from other scifi universes after the babtrekwars stuff is compiled?
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Old January 28th, 2002, 10:54 PM

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

Honor Harrington: Puke was talking about this at one point, don't know if anyone is working on it though.

Starfire Universe: Pres Elect Shang was talking about this boardgame (if I remember correctly) that was the inspiration for SE IV, would be fitting to be added at some point No work on this as far as I know.

Battlestar Gallactica: Cyclons and Colonials are both viable, though there aren't any special weapons for them as of yet.

Andromeda: Someone mentioned this in passing, but nothing has been said about it since.
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Old January 29th, 2002, 03:57 AM

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

"Honor Harrington: Puke was talking about this at one point, don't know if anyone is working on it though."

That would be.. hard. HH shields/drives are fairly bizzare- the front and back are *totally unshielded* while the top and bottom are invincible. Plus the laser-head missles (drones?), and of course the dual-FTL system- warp points *and* hyper drive FTL.

EDIT: that and the difference between ship sizes (a dreadnaught has *40 times* the firepower of a destroyer)- at one point, a single dreadnaught kills four battlecruisers in a single broadside. Ow. That was pure firepower, no manuvering..

Not saying it couldn't be done, but it would be difficult. Especially since SE4 doesn't have weapon/ship facing effects.

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[ 29 January 2002: Message edited by: Phoenix-D ]

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  #5  
Old January 29th, 2002, 04:10 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Adding Wing Commander stuff shouldn't be hard.
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  #6  
Old January 29th, 2002, 05:01 AM

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

Sounds good. Adding anything is possible if someone is willing to help creating the mod.
We need ships sizes, weapons, engines, sensors, shields or whatever other components they use.

No one has voluntered to help with the Star Trek part so far. I thought there were many Trekkies around.

Maybe we get to add Honor Harrington, Starfire, Battlestar Gallactica, Andromeda, Robotech, Flash Gordon and Wing Commander before.
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Old January 29th, 2002, 08:05 PM

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

Here's the starwars Version of ECM.
Since it also works against yourself, it explains (and includes) the "targeting penalty" of sw weapons.
When both sides have jamming sensors, stacked Sensor interference can be quite large.
To prevent abuse of stacking I made it available only to ships and bases and added the One Per Vehicle restriction, so you can only have heavy jamming when large fleets are involved.


Name := Jamming Sensor I
Description := Device used to fill nearby space with static and random signals, blinding combat sensors, however they also work against yourself.
Pic Num := 13
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 400
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Sensors
Family := 19
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Sensor Countermeasures
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Sector - Sensor Interference
Ability 1 Descr := Makes targeting 10% harder in the sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Weapon Type := None
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