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July 19th, 2002, 01:02 AM
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Captain
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Join Date: Mar 2002
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Re: Beta players/testers needed for new mod
Well, in fact, the offensive and defensive pluses and minuses don't trickle down to ground combat completely, so I can turn this back to 10 turns for ground combat.
EDIT - I have changed combat turns back to 10 and restructured domed planets, as I had previously intended but missed. The new info is here. I will not be upgrading the actual mod files until things settle down.
[ July 19, 2002, 00:50: Message edited by: Gandalph ]
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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July 19th, 2002, 04:03 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Beta players/testers needed for new mod
Quote:
if using shields, would give full shield strength return between combat rounds.
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Component damage isn't tracked for units; shields on ground troops just add to the total damage it takes to kill them.
As I understand it, the only "return" will be the strength of the Last unit per round that didn't absorb enough hits to die.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 19th, 2002, 05:02 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Beta players/testers needed for new mod
Quote:
reduced combat sensors to 20%, 30%, 40%
reduced ECM to 20%, 30%, & 40%
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Umm... Combat Sensors are higher than ECM for a reason. The hull bonuses, Stealth and Scattering Armor bonuses, and range bonuses to defense all add up to more than Combat Sensors, so they need to be higher than ECM to get some balance in there.
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July 19th, 2002, 06:55 AM
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National Security Advisor
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Re: Beta players/testers needed for new mod
Added to the fact that you loose hit probability every square of distance
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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July 20th, 2002, 01:38 AM
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Lieutenant General
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Re: Beta players/testers needed for new mod
Mini-mounts will not help AI, AI always uses the biggest mount available.
I suggest to add resource storage ability to mines, farms and rad. extractors. It is not uncommon to have AI reach storage capacity (especially when you play with AI bonus) but still building resource extractors.
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July 19th, 2002, 06:28 PM
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Captain
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Re: Beta players/testers needed for new mod
oleg - AI does use mini component mounts. I like the idea of storage capacity on resource facilities so I have added 5000 to all. Thanks.
Imperator Fyron - I forgot about the stealth and scattering bonuses and have bumped combat sensors up to 30,40,50 to adjust. Thanks.
Everyone - Link to the updated mod info --> here.
Link to ver 1.1 of BOD Mod --> here.
As I stated before, the idea here is to make a better AI opponent while maintaining the variety of many different races utilizing different strategies and weapons. I still need help with the AI data files and don't see any volunteers yet.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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July 20th, 2002, 12:28 AM
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Captain
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Re: Beta players/testers needed for new mod
<bump>
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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