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  #1  
Old July 12th, 2002, 05:19 AM

Phoenix-D Phoenix-D is offline
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Default Re: Starfire Mod

"And R2's could be done by placing another race with a special sat that sits in the middle of EACH system (the maps would have to be scenarios taht start out wiht this race added) and has 1000000000 hp and can therefore be targeted by drones (the SR/SBM/R2s) and will be attacked, however the drones will have literally no supply so unless launched near one of these things they couldnt' ever reach it."

Won't work. You cannot fire a drone into a system unless you have a non-mine unit in the system.

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Old July 12th, 2002, 05:50 AM

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Default Re: Starfire Mod

"Won't work. You cannot fire a drone into a system unless you have a non-mine unit in the system."

That puts a dent in my SBMHAWK plans.
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  #3  
Old July 12th, 2002, 06:53 AM
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Default Re: Starfire Mod

instead of a "mine unit" we could put a base or a 1 kt ship. Besides, SBMHAWKS, while not used by the bugs are an integral part of the game. When designing the races somethign culd be done to make the Bugs have better attack ratios or somethign but have some of their ships randomly destroyed (interpenetration?) I really want to sim that. wahtever, thanks for the mail.
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Old July 12th, 2002, 06:58 AM

Phoenix-D Phoenix-D is offline
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Default Re: Starfire Mod

"instead of a "mine unit" we could put a base or a 1 kt ship."

Those can't be loaded into other ships; you'd have to build them on-site. Would have to be a ship, bases can't move.

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Old July 12th, 2002, 07:00 AM

Phoenix-D Phoenix-D is offline
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Default Re: Starfire Mod

"When designing the races somethign culd be done to make the Bugs have better attack ratios or somethign but have some of their ships randomly destroyed (interpenetration?)"

You can make them be able to build LOTS of ships- just reduce the cost of their components. In a trade off, give them really crappy sensors. That way they'll miss a lot and it'll even out.

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Old July 12th, 2002, 08:25 AM

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Default Re: Starfire Mod

My plan for the bugs was a little behind the scenes cheating .

Lower comp costs, some altered AI profiles, and give them some outrageous racial bonuses (sky high pop growth for instance).

However, I am no where near making the AIs and cultures yet. Before I can really do that, I need to have everything else done. If I designed the AIs now, then added new weapons, they would never use them.
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Old July 12th, 2002, 09:44 AM

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Default Re: Starfire Mod

New Version released!

Get it while it's hot!Starfire Mod Version .2

· Added: Improved Satellite (now Automated Buoy) Functionality
· Fixed: Plasma Weaponry technology. All levels now researchable
· Fixed: Bases and non-combat ships no longer require life support(External hull spaces)
· Changed: Slightly reduced power of all lasers
· Changed: Increased power of force beams
· Changed: Increased power of internal Direct Fire Missiles
· Changed: Increased power of plasma gun
· Changed: Base Construction technology was integrated into Construction technology
· Changed: Increased contruction rate of planetary space yard facilities
· Changed: Increased size of Colony Ships.

Now, I'll try and check back before my vacation to make sure the link is working and everything, but I probably wont be around much. To anyone brave enough to try my pre-pre-alpha Version, please post or mail me any feedback you have. I know the AI doesn't work, but you can try designs in the combat simulator.

And if someone wants to use a part of it in their mod, or wants to make some races and AI profiles, feel free .
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