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Old July 12th, 2002, 07:47 AM
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Default Re: Starting a new MOD ...

Quote:
Originally posted by Phoenix-D:
Special mine warheads can work. They'll work better with the next Gold patch IIRC.
More impetus to get SE4 gold for myself ... heh.

Quote:
"I'm also planning on including a "small XXXXX" for most special armor types (where applicable; picture a Small Organic armor with 6 or 9 hp that regenerates 3hp per turn; would that be workable for Troop and Fighter units?)."

Won't work. Units don't take partial damage; they're either dead or not. And if they're dead, organic armor isn't going to help

Phoenix-D
Hmm. How EXACTLY does partial damage not work on small units ... do you have to do sufficient damage in a single hit to destroy the entire unit, or is it only that specific -components- aren't destroyed one at a time?

I could then maybe at least give the Organic tech tree self-repairing/regenerating (in combat, even!) features for sattelites and fighters, and just let the small organic armor bebased on some other sort of organic armor (I plan on more than just the basic type in SE4), if the total HP is still tracked per unit. As a rough guess, maybe 1/10 the "hull" size in hp per round ... d'you think that would work?

Small Stealth and Small Scattering armors should work at least, that's just adds to the ECM defense total.

... right?

I'll have to delve into how mines are swept, how I can maybe change that process, and see if armored (even shielded?) -mines- might not be possible, too. Less bang per mine, but harder to sweep ... if I had that choice, I'd REALLY have to weigh both sides carefully ...

Anyway, thanks for pointing out the problem inherent in regeneratign -small- armor types. 8) Especially helpful, since at this stage I'm working solely pencil-and-notebook on the ideas stage ... so it's easy enough to cross out an idea and put a "why not" note next to it. Much easier than hunting down an errant line or three of code, later.
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