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  #11  
Old August 21st, 2002, 12:12 AM

HEMAN HEMAN is offline
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Default Re: Mount Mod for v1.78

I have tried Your mount mod, Its good but,some mounts take a while to get.To make it better i would like more mount types/variety if you could. Right now im enjoying Denull mount mod.
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  #12  
Old August 21st, 2002, 02:43 AM

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Default Re: Mount Mod for v1.78

..thanks for the feedback !!

I thought about the length of time and have considered shortening the research flow time for mount tech.

I was concerned that the mounts could overwhelm the game balance early on so I made them tough to research.

What kind of additional mounts are you thinking of - more of a range of mounts and power levels as you increase in tech?
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  #13  
Old August 21st, 2002, 05:26 AM

AJC AJC is offline
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Default Re: Mount Mod for v1.78

MountMod-AJC v3.1 for SE4 Version 1.78

As requested I have spread out the technology requirements so that some of the new mounts are easier to get. I also made modifications to some of the mounts -see below

General Mod Information:

MountMod-AJC.zip-
Is for new games started in Version 1.78.

Whats in this Mod:

Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech tree. Here is a breakdown of the tech levels that are required to activate the various stages of the new mounts.

TECH & TECH LEVELS
-Advanced Military Science -2,3,4,5,6
-Physics -2,3
-Computers -2,3,4,5
-Applied Research -2,3
-Propulsion -6
-Stellar Harnessing -5
-Shields -3,6
-Armor -6
-Point Defense -5


List of New Mounts:
2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount,
Engine/Solar Sail Mounts, seeker mount, miniturization of
components, improved basic weapons (using mounts).

HISTORY--
v3.1
1. Drone engines now use engine mounts.

v3--
1. Increased new mounts damage by an additional 25%
2. reduced costs of new mounts
3. reduced supply usage of new mounts
4. Reduce research requirements for new mounts across the board.
5. Spread out the technology research requirements for the new mounts. Different mounts will now appear earlier in the game
6. Added Engine Mount, Solar Sail Mount
7. Eliminated the mod for games already in progress. (will add it back in if asked)

http://www.shrapnelgames.com/cgi-bin...;f=50;t=000002

[ August 21, 2002, 05:16: Message edited by: AJC ]
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  #14  
Old August 21st, 2002, 09:58 AM
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Default Re: Mount Mod for v1.78

Wow, AJC, you've done lots of work for this mount mod! Looks interesting.

Do the missile mounts you added actually take effect in practice, or do they give false reports of damage changes that don't really occur in practice, as in earlier Versions of the game? (i.e., in previous SE4 Versions, the Damage Percent and Range Modifier mount values gave misleading appearances of working, but in fact the damage was not multiplied, and the range only determined the max firing range, and not the max travel range - that is, you could only change the LAUNCHER stats, not the seeker, with mounts. Is this working now?)

This looks like it will add some interesting twists to gameplay, although it seems like there will be some pretty sudden jumps in ability when the required techs are accumulated for some of the mounts.

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  #15  
Old August 23rd, 2002, 06:37 AM

AJC AJC is offline
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Default Re: Mount Mod for v1.78

No - I thought they were, I missed that.. ugh , as u thought ,the damage doesnt register as the heightened damage. Time to rethink this mount and send my save game to Aaron. It gives an increase in range only for now... Grrr..

[ August 23, 2002, 07:53: Message edited by: AJC ]
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  #16  
Old August 23rd, 2002, 08:38 AM

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Default Re: Mount Mod for v1.78

MountMod-AJC v4 for SE4 Version 1.78
updated 8/23/2002
http://www.shrapnelgames.com/cgi-bin...;f=50;t=000002

HISTORY--

v4
1. Completely Revised seeker mount - realized they were not doing increased damage. Seeker mount is now a Pod that mounts seekers to the hull using less space.

2. Added Computer mounts. (Multiple Computer virus weapons on a ship with multiple Allegiance Subverters is one of the most unbalancing ship designs in the game. These mounts add 3 levels of hardened components to protect a computer with).

General Mod Information:
MountMod-AJC.zip-
Is for new games started in Version 1.78.

Whats in this Mod:

Mount Modification for Base game. No technology changes. However technology will have to be researched to discover the new mounts.

Ships become much tougher in this mod. I compensated by incorporating miniturization into all of the advanced weapon mounts and increasing the damage dealt. To look at the mod look at the CompEnhancement.txt file. This file can be found in:

Space Empires IV\MountMod-AJC\Data\CompEnhancement.txt

Note:
Shield Generator mounts come in two types, the first level will only require you to research level 3 shields before the 1st generation shield mounts come into play for bases, 400+ KT ships and 200+ KT weapon platforms.

Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech tree. Here is a breakdown of the tech levels that are required to activate the various stages of the new mounts.

TECH & TECH LEVELS
-Advanced Military Science -1,2,3,4,5,6
-Physics -2,3
-Computers -2,3,4,5,6
-Applied Research -2,3
-Propulsion -6
-Stellar Harnessing -5
-Shields -3,6
-Armor -6
-Point Defense -5

List of New Mounts:
2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount,
Engine/Solar Sail Mounts, seeker mount, Hardened Computers, miniturization of
components, improved basic weapons (using mounts).

[ August 23, 2002, 07:55: Message edited by: AJC ]
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  #17  
Old August 27th, 2002, 04:53 AM

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Default Re: Mount Mod for v1.78

anyone try this and have any feedback - ideas for improvements ? Things you hate, like?
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  #18  
Old August 28th, 2002, 12:46 AM
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Default Re: Mount Mod for v1.78

I would give it a try, but every time I find the time to try it, I find a new Version on the forums! I'll try to get around to it sometime this week.

I don't think even Proportions came out with new Versions this fast.
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  #19  
Old August 28th, 2002, 01:25 AM

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Default Re: Mount Mod for v1.78

The Last changes were related to feedback on how difficult it was to reach the new mounts through research and I thought that might be an issue anyway - so I had been working on it quietly when the comment was made.

The other change was an problem with increasing seeker damage using mounts. One that escaped my notice.

Hopefully Aaron will fix the problems with increasing damage through mounts for seeking weapons.

I also added those computer mounts to try and balance the Allegiance Subverters and Computer Virus weapons. You can make a pretty nasty ship exclusively using those two weapon systems, and they can rule the battle field.

I look forward to hearing your thoughts!!
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  #20  
Old August 28th, 2002, 03:12 AM
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Default Re: Mount Mod for v1.78

As it stands now, the level 3 Computer Virus is pointless in vanilla SEIV. It does 60 damage, and the largest MC is 40kt--20 wasted damage units. The level 1 Virus is worthless unless the enemy ships are using the highest-level MCs, which are also the smallest. Because of the way special damage types work, CV1 will not destroy anything larger. Of course, this does not take into account mounted weapons or modded MCs.

I look forward to trying your mod!
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