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May 29th, 2007, 08:43 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Sensors
If the mod doesn't have the abilities tell you, all you can do is look in the data files, and hope that the modder wasn't a bastard and used a ton of different levels.  For reference, stock uses 10, and FQM/BM use 16.
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May 29th, 2007, 09:05 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Sensors
So what does 16 mean? The sensors need a str of 16 to detect ships in there?
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May 29th, 2007, 09:10 PM
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Second Lieutenant
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Re: Sensors
If so, it seems a bit much. Stealth Armor and Cloaking Devices start out at 1 and 6 (if I read the formulas right), respectively.
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May 30th, 2007, 10:07 PM
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Second Lieutenant
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Re: Sensors
Imperator Fyron : Any answer for this? PBW strategy counts on it 
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May 30th, 2007, 10:40 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Sensors
I think he means that there are 16 different types of storm with varying levels of cloakiness.
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May 30th, 2007, 11:05 PM
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Shrapnel Fanatic
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Re: Sensors
10 or 16 for cloak value... I did tell ya how to find the info if you didn't like my answer.
In the stock game, sensors go up to level 26, so the value from FQM isn't unreasonable. SE4 storms had cloak level halfway through the ability range..
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May 31st, 2007, 01:39 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Sensors
In a BM game I noticed an opponent's ship head for an asteroid field to hide in. I assume, mostly because I already did it, so he can secretly stay there and spy on the area. So it appears we both have ships hiding in the field but there is no combat because we can't see each other. Of course I always replay movement in each system, so I can see him go there.
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