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March 16th, 2002, 01:06 AM
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Shrapnel Fanatic
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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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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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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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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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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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March 16th, 2002, 09:02 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
quote: Ability 2 Type := Planet - Change Ground Defense
Ability 2 Descr := The focused energy of people learning to use the Force protects the planet from Attack. Adds 10% to Ground Defense.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0
Have you tested to see if this actually works? Last I heard, it didn't work as a racial trait, and I don't know if it works for a facility.
quote: Name := Spec-Ops System HQ II
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0
The description is wrong here, and for the other levels of Spec-Ops.
quote: Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr := Generates 300 organics per star each turn.
Ability 2 Val 1 := 300
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr := Generates 300 radioactives per star each turn.
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0
Every facility from Crystalline Restructuring Plant I to Mercenary Fleet Academy VI got either one or both of these abilities added to them.
Deflector Shields VI yields both Projective Planetary Shields I and Planetary Shield Generator VI.
Also, is it really necessary to have 7 abilities listed for every single facility? That makes the file a lot larger than it needs to be.
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