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  #111  
Old November 9th, 2002, 01:20 AM

Phoenix-D Phoenix-D is offline
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Default Re: New Mod: The Art of War Mod

"Crew's Mess mount is available from level 3 on up, and grants a 10% reduction for level 3. Level 4 on up gets a 5% reduction."

Note that if you're doing multiple redundant mounts, the mount screen is going to get very messy very quickly. Mounts can't be obseleted

Then again, upgrading the component (which can only be added via the mount) might work..

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  #112  
Old November 9th, 2002, 02:05 AM

dumbluck dumbluck is offline
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Default Re: New Mod: The Art of War Mod

Hmmmm... That sounds simple enough. I'll try to do some number crunching/modding this weekend. Hell, if I'm real lucky, I might even get a new beta out...
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  #113  
Old November 9th, 2002, 02:09 AM

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Default Re: New Mod: The Art of War Mod

Quote:
Originally posted by Pax:
Here's [an idea]: just lower the % reduction for maintenance for each part. Maybe give 'em 3 levels, and make the reduction 1% per level per part. Then, even nine parts, all at level 3, is still only a 27% maintenance reduction. That's a workable range, if you go up ... um ... say 3% per ship level, in maintenance PENALY levels ... and borrow SJ's maintenance model from P&N (higher innate maintenance rates, with each ship getting a discounted rate, etc, etc).
Well, yea, but that kinda defeats one of the main ideas of the mod...
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  #114  
Old November 9th, 2002, 06:04 AM

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Default Re: New Mod: The Art of War Mod

No, I haven't had much of a chance to work on my changes this week. If I'm really lucky, I'll have time to get one out this weekend, but don't count on it.

Ph-D: Actually, the components weren't necessarily going to be upgrades of each other, or they would become "obsolete". But I was hoping to have one mount per ship size that is applicable to all the relevant components.

Hmmm.... this might get interesting....
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  #115  
Old November 9th, 2002, 08:41 AM

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Default Re: New Mod: The Art of War Mod

Geo: Since I've followed your example and forsaken the AI, could you send me a copy of the no AI mod files, and a quick note giving the general idea of how to implement them? I've PMed you my email addy....
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  #116  
Old November 12th, 2002, 05:16 PM

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Default Re: New Mod: The Art of War Mod

No, I haven't forgotten. my first beta is almost ready... But I doubt that it will include the mQNP. In fact, it won't be that different from what Geo put out. This modding is harder than I thought!

[ November 12, 2002, 15:17: Message edited by: dumbluck ]
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  #117  
Old November 17th, 2002, 03:00 PM

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Default Re: New Mod: The Art of War Mod

Ok. The files are ready for my first beta test. If the game doesn't crash, I'll post the beta for you all to take a look at, post comments, etc. For now, here's my To Do list. (Gee, do ya think I like P&N or something?)

o-Add mQNP (ships resized for now)
X-Add no-AI mod files.
X-Add TDM Formations
---Add most P&N mounts.
X-Maint reducing components & ship specific mounts;
X-P&N maintenance settings.
---Small racial armors. (ala P&N)
---P&N armors
---P&N shields
---Various weapons balancing issues.
X-Ground combat down to 3 turns.
X-Space combat down to 20 turns.
---Add OA ability to all hull sizes. (including sats and drones)
---Make new Turret and Heavy Turret mounts for each size of ship.
---Rebalance the tohit%/ecm%
---Add Manuevering thrusters.
X-Rebalanced # of Lifesupport and Crewquarters with shipsize.
X-Adjust ship hull costs to 1.2$/kt.
---9 levels of SY, researched thru ship construction, along with Temporal counterparts.

(X- = completed, o- = partially completed, --- = not started yet.)

Edit: Art of War v0.71 is here. Give it a test drive, kick the tires, then tell me what you think!

[ November 17, 2002, 14:59: Message edited by: dumbluck ]
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  #118  
Old November 17th, 2002, 09:41 PM

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Default Re: New Mod: The Art of War Mod

"Add OA ability to all hull sizes. (including sats and drones"

Umm..why? Units do not take partial damage, organic regeneraiton won't do anything for them!

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  #119  
Old November 18th, 2002, 12:12 PM

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Default Re: New Mod: The Art of War Mod

Good Point, P-D. Silly me!

Edit:
to do list:

x-Add mQNP (ships resized for now)
X-Add no-AI mod files.
X-Add TDM Formations
---Add most P&N mounts.
X-Maint reducing components & ship specific mounts;
X-P&N maintenance settings.
---Small racial armors. (ala P&N)
---P&N armors
---P&N shields
---Various weapons balancing issues.
X-Ground combat down to 3 turns.
X-Space combat down to 20 turns.
X-Add OA ability to all hull sizes. (excluding units)
---Make new Turret and Heavy Turret mounts for each size of ship.
---Rebalance the tohit%/ecm% (increase costs of characteristics, ala P&N)
---Add Manuevering thrusters.
X-Rebalanced # of Lifesupport and Crewquarters with shipsize.
X-Adjust ship hull costs to 1.2$/kt.
X-9 levels of SY, researched thru ship construction, along with Temporal counterparts.
---Balance the Cultural Modifiers.
---Supply usage decreases with engine tech level.

[ November 18, 2002, 14:39: Message edited by: dumbluck ]
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  #120  
Old November 20th, 2002, 04:27 PM

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Default Re: New Mod: The Art of War Mod

Heh. Just realized that I never even checked the research costs of the new shipyards... No time now tho. Play my PBW turn, then to bed...
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