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March 15th, 2002, 07:57 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I’m still light-years from completing the SW map, but I just had this idea. Give known spaceyard planets such as Kuat, Fondor, Corellia, Mon Calamari, ect. a built-in bonus space yard abilities, so when stacked with a normal sy facility can build things faster. The same way give some intel modifier to Bothawi, and some other bonuses to other planets to encourage players to use them somehow similarly to how they are suppose to be.
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March 16th, 2002, 01:06 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Are you sure that those abilities would work on planets? It seems to me as if they would not work.
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March 16th, 2002, 04:51 AM
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Major
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Well I didn't make a test yet, but I've seen many stellar abilities work in comp/facilities/vehiclesizes and many comp abilities work in facilities/vehiclesizes so I figured they'd work.
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March 16th, 2002, 10:53 AM
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Shrapnel Fanatic
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andrés:
Which abilities work on abnormal object types?
All:
How would you guys feel about extending the tech tree a bit for this mod? As in, having 10 levels of resource buildings instead of 3, 10 levels of ECM and Combat Sensors, etc.
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March 16th, 2002, 05:44 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
The Babylon-5 bits use 24 levels in both Sensors and ECM.
If the extra levels are designed to remain balanced, and add something to the strategy as well, I'm all for it.
__________________
Things you want:
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March 16th, 2002, 08:00 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I just uploaded some merged files. Bearclaw and Fyron please check for mistakes/omission when adding your data.
SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
http://se4kdy.cyberwars.com/files/sci-fi-cross/
[ 16 March 2002: Message edited by: Andrés Lescano ]
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March 16th, 2002, 08:40 PM
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Major
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Join Date: Oct 2001
Location: Lansdale, PA
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres:
I like the idea of the 3 different cloaking devices in the mod. Working on some for B5 now as well - from the stealth armor (Centauri) to the Torvalus Stealth Shading Device (total cloaking above all younger races sensors).
IF:
10 levels of resources sounds good as well, though might want to spread the current #2&3 to #3&5 and fill in the space between to have a more gradual raising.
Just posted a gamma patch on the B5Thread with Molecular Weapons, Plasma Weapons and some reworked ancient engines/reactors.
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