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  #161  
Old February 5th, 2002, 09:44 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

The engines for B5 have been reworked for structure and such, so you may want to hold off on integrating them yet Also you need to add the Fission, Fusion, Antimater, Gravitc and Hyperspace Techs (these are corrected in the updated TechArea file in the B5 Thread as well). They should all be at the end of the TechAreas in the B5 Mod.

There are also some new test weapons for B5, the other weapons couldn't hurt the ships for anything!

Neat discovery, do you know which level it takes? The first listing of the tech or the second?

[ 05 February 2002: Message edited by: Val ]

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  #162  
Old February 6th, 2002, 03:31 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I had added all the tech areas, and also added them the racial B5 racial trait number (7 IIRC).
But since no ene else has techs with the same name there was no conflict
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  #163  
Old February 6th, 2002, 06:29 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I tried turning on "Standard SE4" and "B5", both propulsion tech areas appeared in the research window, but all comps appeared in the second one and no one in the first.
The same happened when I only turned on "Standard SE4", propulsion tree was empty.
Once again I was jumping to conclusion too early without proper observation.
That's why no one has ever posted about this. It doesn't work!
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  #164  
Old February 6th, 2002, 07:18 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

AH well...

Anyway, I fixed the Engines/Reactors and posted some test weapons on the B5 Mod thread. SJ also posted some ECM components. Armor and the other 190 weapons will be soon to follow if tests go well. Then all we have to do is the AI
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  #165  
Old February 7th, 2002, 04:22 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Preliminary SW comps, need more revision and changes to be made, my ships were outgunned by ships with DUC I! And there are some more still to add such as all fighter stuff that should be really important in starwars.
But I like how they're working so far.
I also included the excel file I use as mailmerge source.
http://se4kdy.cyberwars.com/temp/Starwars.zip
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  #166  
Old February 8th, 2002, 05:44 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

WHat was the final decision on the following two issues:

Ion Beams - the extra ability for them to disable will be?

Engines - What 'useless' ability are we standardizing for use?
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  #167  
Old February 8th, 2002, 07:01 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ion Beams - Shouldn't they just kill supply. I' kinda certain that damage type is available, but I haven't checked in some time.
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  #168  
Old February 8th, 2002, 07:29 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Ion Beams - the extra ability for them to disable will be?
That has to be boarding defense, because of the damage types available.

Otherwise you can't shut down weapons and shields at the same time.
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  #169  
Old February 8th, 2002, 08:00 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Ion Beams can damage:
*Life Support
*Bridge
*Aux. Bridge
*Shield Regenerators (or shield generators that include regeneration ability)
*Point Defense Cannons
(Different races and Groups may have their own Versions of these comps, and all of them will have to include the boarding defense ability (unless they are specifically invulnerable to ions, eg living ships). Not sure if hide it or make it look like an advantage.)

The "disabled" target will be dramatically slowed down and unable to raise shields or shoot down fighters.
Then a slow and vulnerable assault shuttle (fighter) can safely aproach and board it.
The target woud still be able to fire its main weapons, but their chance to hit a fighter are low.
Boarding parties would still have to overcome crew quarters innate defense to be succesful. (And big ships will have many crew quarters, making them harder to board)
After the battle, (boarded or not) total damage of the disabled ship would be relatively low and could be rapidly repaired.

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  #170  
Old February 8th, 2002, 11:27 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Ok, now what was the final call on engines?
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