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  #91  
Old February 19th, 2005, 11:56 AM
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Default Re: Capship Mod

Units never take partial damage: either they are fully destroyed, or they are fully operational. So, if a unit with 500 hitpoints take 495 damage points, it will be fine... until it takes 5 more damage that is.

The first unit of a stack is the first to be destroyed, so until the first unit is gone, all the others are safe. Then the second unit will be targatted, and so on.
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  #92  
Old February 19th, 2005, 12:13 PM
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Default Re: Capship Mod

Oh. Well, thanks. I'll remove it rightaway.
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  #93  
Old February 20th, 2005, 12:19 PM
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Default Re: Capship Mod

Am currently working to update Capship for Imagemod in the latest version (Components 24b) and it's a major PITA. I seem to have overwritten one Capship pic, and am trying to find its counterpart (it was modified from the Proportions energy rifle) and recreate it. Also need to scale down all images *AGAIN* to fit them into Components... then need to give a fair portion of the comps a new pic (as I worked with a slightly modified Proportions comp set until now, so I need to find *ALL* comps with Proportions/custom images... and find their new counterparts...

As I said, real PITA.

I'm considering sending in some/all of my new custom pics as comp additions for Imagemod. Also wish to thank DEG for making such excellent pics... I took some pics from the old Avatar Emporium (none used, to my knowledge) and used them as infantry pics. Also thanks to DeadZone for pointing me to a page full of info about the M109 - the artillery unit in his avatar - where I found excellent tank/artillery/mech infantry pics.

No new versions anytime soon, as I've just started re-adding armor - in a major fashion. Already have several types of armor, and that's just low-tech. Planning to add an entire Armor tech TREE - and a Xeno-Science/Xeno-Technology tech tree, which gives access to exotic technologies that are expensive but powerful.

This is beginning to sound like a blog entry.
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  #94  
Old February 20th, 2005, 04:46 PM
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Default Re: Capship Mod

Why not just submit these new images to the Image Mod and save yourself the trouble of redoing them for future image mod updates?
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  #95  
Old February 20th, 2005, 05:47 PM

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Default Re: Capship Mod

Just a question but how large is the largest ship in your mod???
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  #96  
Old February 20th, 2005, 05:58 PM
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Default Re: Capship Mod

Fyron: I'm just ready with indeed putting my pics in Imagemod, and I'm about to send it to SJ. Secondly, the Imagemod had several MUCH better pics for things I already assigned another pic to... (that's its purpose) so it took me roughly two or three hours to track down all "old" images and redo them for Imagemod. And doing the small pics is also a pretty darn PITA. There are over twenty images, and I had already done them before... but forgot to back up the old Components file, so had to redo them myself. Major PITA, as my version seems to miss a few large comp pics so I'd just renamed the images... then had to rename them again... and also two pics didn't look good as miniaturized pics, so I'd touched them up a little. PITA.

Kerensky: As of yet 25MT (was 30MT on 0.70) but perhaps I'll ad larger ships - perhaps by 1.00 or perhaps in a later update.

Btw, as soon as Capship reaches 1.00, I'll post it in another thread, since this one is mainly a discussion over the undergoing construction of the mod and is pretty cluttered up by now for a full version release.
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  #97  
Old February 20th, 2005, 06:56 PM
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Default Re: Capship Mod

Am also planning to redo fighter combat as well.

Gee. I'm planning to edit just about everything except the source code, it seems.
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  #98  
Old March 2nd, 2005, 02:24 PM
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Default Re: Capship Mod

Forgot about redoing fighter combat, I remember now that I have checked this thread again and I remember what I wanted to do, but it's low on my priorities list.

However, I am working on a mod called the "Realism Mod" in which you start off with SLVs and RLVs that aren't warp-capable and cannot move beyond orbit, but later you get solar sail ships, generation ships, sleeper ships and such. I am trying to make it as realistic as possible.

This means that Capship will be delayed. Just so that you know. I'll probably get a renewed bout of Capship enthusiasm in a week or two, after which I hope to have 0.81 ready, perhaps even 0.90. I think that 1.00 will be some time away, and I think that some of the changes I have in mind (the reworked fighters, for instance) will only appear in post-1.00 versions.

(And btw, the idea for the revamped fighters I got from reading the "Carrier Battles Mod" thread - thank you SJ for inspiring me. I won't copycat you, I will still design my own comps, but you gave me the inspiration. Also thanks to the person responsible for the "Ground Combat Mod", that's where I got the idea for the revamped GC in Capship.)

(Just so you know, I didn't do exactly the same as the GC Mod, I had only read the post and got the idea from that. I only looked into the actual mod itself later.)

(Wheehee! 951 thread views!)
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  #99  
Old March 2nd, 2005, 02:40 PM
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Default Re: Capship Mod

And don't expect any AI for Realism - at least, not anytime soon. Not before artificially intelligent PC's can team up and do the work for me.

The reason for my using a new post here is that I'm trying to get Ed's code post down to the second page so that the screen appears normal again.

No offence, Ed.

(Second page? Yes, I've got the settings set up for showing 25 posts per page, in descending order, newest post first - so that the SEV Wishlist would immediately open on the newest suggestions immediately, to avoid having to select "..." all the time until I reached the last page, or pressing Show all.)
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  #100  
Old March 2nd, 2005, 02:58 PM
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Default Re: Capship Mod

Just a queation... how can you make drones move? I've tried, but nothing will work... The drone shows that it has movement, but it will not move and will die in the next turn.
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