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  #1  
Old February 4th, 2002, 12:27 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
maintenance per MP?????
Manteincance is determined by cost, isn't it?
They'll be expensive then.
Yeah. It is something to consider when building a ship. Do you want to pay $1000 per turn for 8MP, or $400 per turn for 7MP?

quote:
Another detail is that "sub-light speed" matters very little in final speed and range once hyperdrives come into play (better get a faster hyperdrive rather than faster sub-light engines).
The bigger more expensive engines would only make a difference in combat.
There's your reason why SW fission engines can be less efficient than B5 drives. They are used to go everywhere in B5 except for the hyperspace transition, while in SW you don't need them during FTL travel, right?

I think these races should be beyond fission drives by the time they meet. How often do you fight with Ion I's in SE4?

quote:
Why is it so important to make Fission Engines good?
The B5 fusion engines have double the speed of the fission drives. Isn't that bad enough?
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  #2  
Old February 4th, 2002, 06:47 AM

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

quote:
There's your reason why SW fission engines can be less efficient than B5 drives.

SW later engines are less efficient, and hulls will have restrictive max engines, it's just that fission engines are the same technology. They could even share the same components, and if we add a custom pic the same pic.

quote:
The B5 fusion engines have double the speed of the fission drives. Isn't that bad enough?

Fission is still 24% cheaper than standard Ion Engines. And 1000% more resistant to damage but that might be to make vital comps more difficult to kill and compensate lack of shielding, so it's ok with me.
So if as you said races should be beyond fission drives by the time they meet.
Why do they have to start with better engines?
Besides the consistency issue, B5 races would have an advantage if for example two races start in the same system

I can try to go the other way and revise SW to make atomic drives == fission engines and the others a little better. But if engines have too many movements I'll pass the 255 limit in the big ships, and will have to make them use very little engines and lower their eng per move.
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  #3  
Old February 4th, 2002, 05:12 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Fission is still 24% cheaper than standard Ion Engines. And 1000% more resistant to damage but that might be to make vital comps more difficult to kill and compensate lack of shielding, so it's ok with me.
Actually, the components with higher damage resistance are much easier to kill (or at least hit).
Anything higher than about 250 hitpoints will not be protected by even the "Heavy" basic armor, as I have it set now.

quote:
I can try to go the other way and revise SW to make atomic drives == fission engines and the others a little better. But if engines have too many movements I'll pass the 255 limit in the big ships, and will have to make them use very little engines and lower their eng per move.
You could scale down the heavy/massive drives from 10x and 50x, down to 5x and 25x. That would give you plenty of room to bump up efficiency and even increase the engine limits to 6.
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Old February 5th, 2002, 12:20 AM

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

The engines are being reworked (or should I say retrofitted?) as we speak lowering their HP to around what SJ had suggested in the B5 thread.

Also, one thing to note : I had put the fision engines in the B5 mod for the 'under developed' races (Grom/Hurr) or as a spring board into higher tech engines if you are playing a game from scratch. Ideally, most races will start with a level of Fision tech and basic Fusion tech. In the scenario (I am still hoping for a scenario builder so I don't have to do it the long way) some races would even start with Anti-Matter and Gravitic drives (Vree/Centauri and Brakiri/Minbari) to be more true to the series.

Just re-reading the Posts, the 1000% increase in HP for the basic engine was due to the way we were going to do armor and repair originally in the B5 Mod. At first everything was going to be x10 (struct ton, damage, etc.) so we could simulate simple repairs for ships. This way crews could be working on repairing an otherwise crippled ship to get her underway again. But, unfortunately, the organic armor ability doesn't quite work the way we would like it to, ah well!

[ 04 February 2002: Message edited by: Val ]

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Old February 5th, 2002, 08:56 PM

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

I added the B5 comps posted yesterday. (still have to check what was posted today)
I added the racial trait to tech areas, but I forgot to rename "Propulsion" to "Babylon 5 Propulsion" as I had done Last time, and discovered 2 interesting things
(maybe these are old news and already being used in some mod but I don’t remember any post about them before)
1- the game doesn’t have a problem with 2 technologies named the same.
2- Races with B5 tech gained standard engines. So any of the 2 technologies with the same name can be a prerequisite for components (and presumably other game items). In this case it’s a bug, and I’ll have to rename the tech area but that feature can be deliberately used to make a more complex tech trees where the same tech can be gained in different ways.
It may be very useful to allow certain technologies to be shared by a few races, and allow races starting with some higher level without having to make an exclusive racial trait for that tech.

I promise to post the data files and the .xls file I’m using as mailmerge source soon.
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Old February 5th, 2002, 09:44 PM

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

The engines for B5 have been reworked for structure and such, so you may want to hold off on integrating them yet Also you need to add the Fission, Fusion, Antimater, Gravitc and Hyperspace Techs (these are corrected in the updated TechArea file in the B5 Thread as well). They should all be at the end of the TechAreas in the B5 Mod.

There are also some new test weapons for B5, the other weapons couldn't hurt the ships for anything!

Neat discovery, do you know which level it takes? The first listing of the tech or the second?

[ 05 February 2002: Message edited by: Val ]

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  #7  
Old February 6th, 2002, 03:31 AM

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

I had added all the tech areas, and also added them the racial B5 racial trait number (7 IIRC).
But since no ene else has techs with the same name there was no conflict
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