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  #1  
Old January 16th, 2001, 06:07 AM

llreye llreye is offline
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Default Re: Small ships and mines

Sounds like sizing in MOO2--which I imagine would require some major changes to the game engine. Or many ship size restricted components.
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  #2  
Old January 16th, 2001, 11:39 AM

jowe01 jowe01 is offline
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Default Re: Small ships and mines

If you give the heavier weapon mounts (which are usually on CapShips "Combat to hit offence minus" modifiers and if you reduce combat sensors and ECM to 15/30/45, you get a very good balance between smaller "Piranha" ships which are able to challenge the larger Flying Fortresses.The mount modifiers would actually reflect the inertia of the heavy guns. The large ships would still be the choice when shelling fortified places like planets and bases, which themselves have "Combat to hit defence minus" modifiers.

I find these modification quite realistic as analogies to 20th century navies and I have therefore integrated them into my personal mod. It works very well.
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  #3  
Old January 17th, 2001, 02:17 AM
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Default Re: Small ships and mines

Emporer Zod -

Currently, cloaking (and stealth armor) is broken in that none of the AI races are cloaking their sats/ships/bases even if they have researched it and placed it on their hulls. I sent MM an e-mail regarding this, so hopefully this will be fixed soon.

[This message has been edited by Tampa_Gamer (edited 16 January 2001).]
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  #4  
Old January 16th, 2001, 05:48 PM

General Hawkwing General Hawkwing is offline
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Default Re: Small ships and mines

Smaller ships also have the advantage of being built quicker. I often build smaller ships for specialized functions in a fleet. Examples include: PD ship, minesweeper, shipcapture w/repair bay.
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  #5  
Old January 16th, 2001, 06:18 PM
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Default Re: Small ships and mines

Anyone got a good minesweeper design? I got a mine field to clear but as soon as I get in my ship goes boom! It clears some mines but I keep losing the ship. Any suggestions?

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  #6  
Old January 16th, 2001, 06:18 PM

WhiteHojo WhiteHojo is offline
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Default Re: Small ships and mines

Can you mix 2 General Groups in 1 component? That is, can you combind an armor group w/a minesweeper group? In the component file, it shows armor to be a Gen Grp of Armor and minesweeper as Gen Grp of Unit Launch. Can you add the Minesweeper Ability tyep to the Armor as a 2nd Ability type like the Organic/emmisive/Crystal armor has 2 Ability types?

My goal is to reduce the effectiveness and thus players reliance on Mines in the early/mid game. So I had a thought, make a armor component w/minesweeping capabilities. Don't know if it would work - not sure how the minesweeper works in game terms (does it automatically sweep for mines whenever you enter a minefield or do you have to use the sweep for mines button - logically it seems it wld have to start sweeping upon entering a minefield or it wld be destroyed b/f doing any sweeping)

Just a crazy Tues morning idea (woke up at 4:30 this morning w/this on my mind - gotta stop playin the game b/f I go to bed) - any feedback wld be apreciated.

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  #7  
Old January 16th, 2001, 06:37 PM
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Default Re: Small ships and mines

quote:
Originally posted by WhiteHojo:
Can you mix 2 General Groups in 1 component? That is, can you combind an armor group w/a minesweeper group? In the component file, it shows armor to be a Gen Grp of Armor and minesweeper as Gen Grp of Unit Launch. Can you add the Minesweeper Ability tyep to the Armor as a 2nd Ability type like the Organic/emmisive/Crystal armor has 2 Ability types?


you cant put a component in more than one group, but you can give it as many abilities as you want. so yes, you can make something to do what you describe. but no, it cant go into 'both' Groups. you have to pick one, or create a new group.
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