TerranC: You can do the splash screen also? You ARE the MAN! I didn’t want to ask you for it as I still feel guilty about having you do the ship sets by yourself. I am still trying to digest that DOGA file you sent. My hat is off to you and all of the ship set makers, I never realized how much work goes into creating even one ship until you sent that file. I will take it as soon as you can get it out.
Atrocities: Please do if you have the time. I want this Mod to be playable and fun for the non-initiated, if it is not than I have come up short and need to adjust it. Note: read the Last comments below.
The Canuk: If you click the link in my signature you will see a button for the ‘Downloads’ page, mid-way down on it you will see the Beta Build 2. After installing it click over to the ‘SE4G’ page and there you will see the first patch, install it and you are ready to play. Note: read the Last comments below.
abc:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic…
Fighter Fuel Pod: Ack! What the heck? I put supplies in twice, thanks! Since my co-author and I are running campaign games we have not gotten fighter tech yet to test that one out. Good catch. It is fixed now and should provide speed 12 with an endurance of 2 without rest or refuel.
Medical Bays: Here is something known as Intrepid Explorers Disease. In the old SF it was an optional rule that could wipe out an entire colony. A microbe that was not considered harmful at first mutates into a deadly illness. I left the medical bays out to test players feelings on this, but I can add it back in at a later date.
Suicide Fighters: In the books, shuttles (many types) and gunboats where the main weapon of choice in this tactic. I could not Mod them in, in such a way to justify their expense as only ramming craft compared to the XO weapons. As for fighters they rammed but it was their missile load and the force of moving at a good portion of c that did the damage. I chose to leave them (fighter suicide weapons) out as the preferred tactic, even in the books, was to expend all ammo and then ram.
PDC: I did what? Again! Actually this is one of those minor details that slipped past during the change to Build 2. In the first Build they where not needed, then again there was only one size of PDC. I will fix that with the next patch.
2kt: That should be one of the Point Defense weapons, it is not a mistake.
Ok my fingers are getting tired so let’s wrap this up. By tonight I should have the next patch at my website. If you are already in a game and your favorite test empire is about to kill over take heart, this patch will break the game. You may have noticed that the “Box Missile Launcher” is an unbalanced component; it was left untouched as I had other plans for it that needed working out before implementing the changes. The next patch (vb2_2) will make these changes and should be out at my website tonight sometime.
[ March 24, 2004, 14:49: Message edited by: President Elect Shang ]