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  #101  
Old March 2nd, 2005, 03:40 PM
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Default Re: Capship Mod

Does the drone have supplies? Drones with 0 supplies are destroyed at the end/beginning of the turn. Note that drones do not have a "move to" order. You can order them to attack a warp point and they will warp through, or order them to attack a target and they will do so.
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  #102  
Old March 2nd, 2005, 04:34 PM
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Default Re: Capship Mod

Ten units of supplies. I tried using "Attack" to get it to an adjacent square but it wouldn't work.
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  #103  
Old March 2nd, 2005, 04:42 PM
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Default Re: Capship Mod

Check Settings.txt. Drones lose 200 supplies each turn.

Note that the drone will not be able to move at all if its engines require more supplies per sector than it has in storage.
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  #104  
Old March 2nd, 2005, 05:09 PM
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Default Re: Capship Mod

Thanks. I'll change Settings. The engine did not use any supplies, to my knowledge. Perhaps I set it to 10, to limit the range to 1. Oh well.

(If I said these things twice, forgive me - I believe I had already posted it, but I can't see it now.)
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  #105  
Old March 2nd, 2005, 07:29 PM
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Default Re: Capship Mod

dont drones destruct when out of supply?
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  #106  
Old March 3rd, 2005, 05:01 PM
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Default Re: Capship and Realism Mod Construction

That's my intention. I'm creating an SLV - that's Single-use Launch Vehicle if you didn't know. In other words, a plain old space rocket. And those don't get used twice. So I used a drone for the SLV to assure its disappearance.

edit/add: And I'm using fighters as RLVs - Reusable Launch Vehicles, i.e. space shuttles. Ships will come later as solar sail craft, sleeper ships etc.

Btw, the idea for Realism was originally devised as a part of Capship. Perhaps later I'll combine the two - so you'll start out with Orbital SLVs and later fly COMCAs and perhaps even DCOMCAs between star systems.

edit 2: This means that I'll be working on two mods at a time now - though Realism will go faster. This means that playable/testable uploads will be few and far between. Do not expect any new versions of either mod anytime soon, unless I choose to upload a very preliminary version of Realism for a first look or problem finding.

Also note that BOTH mods require Image Mod Version 24c. Realism does not use 24c pics yet, but I think it will.
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  #107  
Old March 3rd, 2005, 09:01 PM
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Default Re: Capship and Realism Mod Construction

Cool I can't wait. I'm trying to go for a level of realism in the Pointer Mod, but nowhere near that level of detail. I like the idea of the SLV as a Drone. How are you going to do sleeper ships?
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  #108  
Old March 4th, 2005, 06:01 AM
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Default Re: Capship Mod

I think ships with high LS and low CQ requirement, and at least 30% or so cargo storage, as I'm not plannning to go for shipboard cargo storage for quite some time, so I'll make a dummy storage comp with the name Cryo-Chamber or something. Sleeper ships will use lots of supplies, to run the cryo-chambers, but will have good speed.

And as for cargo transfer between systems, you ask, as there will be no cargo ships soon? Simple. RLVs. Store them on on-board bays on your solar sail ships or sleeper ships and use them to traverse the warp points.

edit: note: RLVs are fighters.

edit 2: I think I'm going to make solar sail ships smaller, cheaper, shorter-ranged ships that you can use for any number of reasons for almost any purpose. I think I'm going to make the big, expensive sleeper ships the only possibility for people to colonize new extrasolar planets. I think I will make an RLV module with a colony pod, but I'm going to make the required RLV so big that you can't carry it across warp points with solar sail ships or sleeper ships. Sleepers will be your only extrasolar colonizers.

Oh and I think that while sleeper ships use lots of supplies, they will also be able to store lots of them, and later on they will use less and less, and perhaps even get QR ability, for maximum operational range. They will still be big, slow moving juggernoughts.

Hmm..... methinks of massive campaigns where you dispatch massive slow fleets of sleeper warships to a destination and that the actual battle takes place years later? (Grebulon base on Rupert anyone?) Methinks solar sail ships and RLVs will rendezvous with the fleet while it is still in your territory to give it, say, fighters or support RLVs or support SLVs that were not ready when the fleet was dispatched? Methinks of solar sail interceptors, ready to swarm sleeper warships in large numbers as soon as you see them.....

Methinks a lot.

Methinks me would like to play this mod had it been already finished and created by someone else.
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  #109  
Old March 5th, 2005, 08:36 PM
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Default Re: Capship Mod

Methinks you need an Ansible
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  #110  
Old March 6th, 2005, 07:27 AM
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Default Re: Capship Mod

What is an Ansible? Is that some sort of experimental spacecraft or something?
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