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  #1  
Old May 23rd, 2002, 11:28 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: My own mod thread !! PDFMod !! (design stage)

Quote:
This is exactly how Proportions' standard armor works ! (it has "normal" armor as well)
I had no idea about that until people started telling me it was the same.

I started with the BTG armor in P&N, years ago now. (April 2001)
Then it was a natural extension on that to make armor for B5. Now people are telling me its all over the place.

This is a good example of convergent evolution at work
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  #2  
Old May 23rd, 2002, 11:55 PM
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Default Re: My own mod thread !! PDFMod !! (design stage)

Maybe limit Mine warhead to One per mine, make the damage low-moderate the first level to Moderate-heavy to the Last level, as I think this is what could happen:

"Add more antimatter into the warhead!"
"But it only takes up 20 Grams!"

From here:

A mistake can be made that somehow develops more efficient mines, or
A Mistake can be made that blows up the entier lab.

So only a small increment in damage should be made per level.

Mine warheads could also have price increase with increased volatility: hazard pay ya know.

Also: maybe add a little mini space yard per mine for that self-replicating ability?

Also: On the Corsair/Mercenary idea: maybe make it that only neutrals can make them, a special race attribute/ability.

This way, You can give Corsair/Mercenaries tremendous bonuses with a price, that you won't be able to abuse.

I'm sure there is a flaw in that Corsair idea I just made but I'm not sure what...

[ May 23, 2002, 23:00: Message edited by: TerranC ]
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  #3  
Old May 24th, 2002, 06:03 PM

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Default Re: My own mod thread !! PDFMod !! (design stage)

Thx to all for the feedback . Looks like I've to think and test somewhat more

Geoschmo, I knew about the Proportions'armor implementation, but I just don't want that... I know Emissive is a nasty beast but I'll stick to the idea, perhaps I'll put this later though.

As for "Direct fire" mines I'll do some tests. Noone have any hindsight on the "less cloaked" mine effects ?

I plan to have the Civilian/Corporate/Corsair types done by just using Bridges comps, as in B5.
It's not a big problem if AIs don't use them.

As for the engines I suppose that the design additions for QNP will allow AI to manage them properly, and else again my "High powered engines" will not be indispensable to AI designs.

Some other ideas also :
- Hulls should come in Early/Standard/Advanced flavor. Early will be available 1 tech level earlier but have less space and some penalties, reverse for Advanced...
- I'd like the "miniaturization" idea also, but would want them to be available only at higher tech than the standard ones, as in MOO (decrease in size was automatic according to tech level). Don't know how to make that easily too ... Comp enhancement aren't tech dependent, and multiplication of comps is not an easy path

Lastly questions :
* Can fighters group size be limited by the Settings.txt entry, or is it just a default group size ? In the first case the problem with "grouped attack" on emissive armor will be fixed!
* If I put multiplier facility, PvK told (in Propotions thread) that only the highest one at planet and system level are used, and they don't all stack... Is that confirmed ?

BTW, I just managed to have some nice weapons and comps Excel tables by allowing exports in settings.txt, didn't know that until today and was ready to ask if someone had them !
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Old May 24th, 2002, 06:08 PM
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Default Re: My own mod thread !! PDFMod !! (design stage)

Quote:
Originally posted by PDF:

* If I put multiplier facility, PvK told (in Propotions thread) that only the highest one at planet and system level are used, and they don't all stack... Is that confirmed ?

Yes, they do not stack. Only known "stacking" ability is "change planet value - planet " An may be "change planet conditions - planet". You will have to find some other way to promote Homeworld status.
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