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  #1  
Old July 2nd, 2003, 02:18 AM

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

y not make hyperdrives like the Warpdrives from AST then?

they generate a only bonus movement points, like system bonus movement points, no standard, no combat bonus...

problem i see with this: by just swapping the Emergency Energy for movement bonus, its gonna bump up combat moves for even large ships to like 8...

EDIT: Nevermind! found out combat=/2 system is hardcoded...

i dunnno???? personally, i really hate the way its done now tho...

[ July 02, 2003, 02:40: Message edited by: openair ]
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  #2  
Old July 2nd, 2003, 05:06 AM

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

Openair,
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
It's supposed to be complicated.
Emergency movement is the only way to increase normal movements without increasing combat movements.
There is no opposed ability and combat movement does not work with negative numbers.

I want to mantain the contrast in speed between capital ships and fighters.
And the popular belief that trekkie capital ships are faster and more manuverable at sub-light speeds.

Erax,
Many SE4 techs are not researchable but capturable. Being available in a high-tech game is a side effect, but that should not happen after researching a lot in a long game.

At least in the .XLSs, I'm correcting all the other errors you've reported. I want to finish adding the basic techs of Outlaws before compiling the data files and star testing.
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Old July 2nd, 2003, 03:05 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
ROFLOL !!

Andres, I've been looking through the data files and have a few more suggestions/comments :

- I really like the way Imperial ship construction is set up, I feel it simulates the choices the Empire had to make in its weapons programs.

- I also really like the Rebel fighter sequence.

- I noticed that the TIE Bomber image is actually a TIE X1.

- Is there any reason why you kept the Caduceus Fighters tech area ? Fighters + Imperial Technology would work just as well IMO.

- The tech requirements for the Missile Boat could be raised a bit IMO. I suggest Fighters 2 + Missile Weapons 2.

- The Spacetroopers have a requirement of Troops 1. It's a bit odd to get them before regular Stormtroopers. I suggest moving them to Troops 3.

- The 'available to all' fighters follow this progression : Toscan -> Pinook -> CloakShape -> R41 -> BLastboat. I personally feel Pinook -> CloakShape -> Toscan -> R41 -> BLastboat would be better, based on their effectiveness in combat. Maybe the R41 could come before the Toscan but this is debatable.

- The Torpedo Sphere and Suncrusher mounts could be moved up the tech tree (perhaps linked to Death Stars and Stellar Manip, respectively) so they won't show up in our design screens way before we can use them.

I'll be looking at the data files in a more organized manner now. First up is CompEnhancement. Keep up the great work !!
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Old July 2nd, 2003, 07:10 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Emergency movement is the only way to increase normal movements without increasing combat movements.
Yes, but it is a huge pain to use in the game when you have lots of ships. Relying on it is going to drive people away from the mod IMO because it will make playing it become very very tedious.
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Old July 2nd, 2003, 11:42 PM

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

the Maintenace droids need balancing!

80% is way too high, a fully loaded DS2 goes from like 210k/turn to like 42k/turn... SSD from 43k to 8k... ESSD from 102k to 21k... <- cheaper then an ISD b4 maintenace droids!

OSD and Golan's can be free, with only the second lvl maintence droids... 50%+50% =100%

i think they should start at like 10% and only go up to 40%-50%... and shouldn't be allowed on bases...

[ July 02, 2003, 22:48: Message edited by: openair ]
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Old July 3rd, 2003, 12:14 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andres, the mounts seem OK so far. I'd just change their names and descriptions to be closer to the standard SEIV naming scheme. Here's my suggestion :

Dual Ship Mount (instead of 'Ship Dual Mount')
Twin barreled mount which increases damage from the weapon by 2 times. Suffers a -2% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.

all the way down to :

Massive Quad Battery Ship Mount
Massive battery arrangement of quad barreled turrets which increases damage from the weapon by 43.64 times. Suffers a -30% accuracy penalty due to lower turret traverse speed. Can only be used on Direct Fire weapons.

That's it for today, I'll look at scaling, planetary, troop and special mounts tomorrow. Keep up the great work !

PS - The second item might also be "Massive quad barreled turrets in a battery arrangement which increases", etc. It all depends on whether you imagine successive mounts getting more turrets or larger ones.

[ July 02, 2003, 23:17: Message edited by: Erax ]
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Old July 4th, 2003, 09:05 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

OK, finished looking at CompEnhancement. Here's my suggestions / comments :

Special Mounts (Suncrusher and Torpedo Sphere) - OK as they are right now, except that, as I said before, they could be moved up the tech tree a bit.

Troop mount - Use the scheme suggested for ship mounts.

Satellite mounts - Same as above. Drop the 'accuracy penalty' bit because it's always 0%.

Planetary mounts - Same as above, with the following descriptions : "Twin barreled", "Four-barreled", "Six-barreled".

Scaling mounts - Use "1% scale component" instead of "1% component scale".

Have I told you how much I like this mod ? Keep up the great work !

[ July 04, 2003, 20:08: Message edited by: Erax ]
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