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  #11  
Old August 26th, 2002, 09:34 PM
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Default Re: Travler

Quote:
Originally posted by geoschmo:
because the rest of your navy would be zero maint units, correct? But personally I dislike the unit Version of this idea a lot because of the stacking issue.
no, this would be seperate from the unit thing. this would just be big warp engines that can suck up damage, and regular ships without armor that would get killed by the warp point. they would still cost you maintenance.
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  #12  
Old August 26th, 2002, 09:44 PM
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Default Re: Travler

Quote:
Originally posted by Puke:
no, this would be seperate from the unit thing. this would just be big warp engines that can suck up damage, and regular ships without armor that would get killed by the warp point. they would still cost you maintenance.
Ah, ok.

Hey, give the Warp Engine the Destroy Planet ability, but with a zero for ability amount so it can't really destroy any planets. Then give players a reasonabley priced weapon with the damage type of "only planet destroyers" and some really horrendous damage amounts. So then they can destroy the warp engines. Or if they want to starve the enemy they couldd leave them to rot causing a maint drain.

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[ August 26, 2002, 20:46: Message edited by: geoschmo ]
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  #13  
Old August 26th, 2002, 09:47 PM
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Default Re: Travler

I've never tried this, but it is something I suggested for another mod.

If I understand correctly you want ships that can ferry other ships through jump gates. Some large ships do the ferrying for all other ships which can't jump?

Like I said, I don't know if this works.

Take out all of the events under the weakest Category of events. Either do away with them or put them in one of the other categories. Then fill it with the warp point close events...lots of them, and make it to where 100 such events happen every turn...something like that. I am pretty sure this can be done. I remember looking at the data files quite a while ago to see if it could and the likelihood was pretty good.

Then add warp point openers to the game which will only fit on certain ships using the new mounts. Open the warp point, fleet your ships with the what-did-you-call-them, and go through. Theoretically all warp points created will close the next turn.

Only problem I can see if it works is that you will have to keep a planet or a ship in all systems with other races to keep treaties with them. But that might be kinda cool, if you think of them as embassies. Can even mod in a Base that functions as an embassy.

Like I said, if it works.
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  #14  
Old August 26th, 2002, 09:49 PM
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Default Re: Travler

Base won't work. It has to be a planet or you lose contact. But you could mod the system files to produce systems with a lot more moons and allow those you want to remain friends with to colonize them. You don't even have to allow them in your homesystem, you just have to share at least one system with them.

I think someone tested this and couldn't get more than one event per turn per player, no matter how many they added to the file. I could be wrong about that though.

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[ August 26, 2002, 20:58: Message edited by: geoschmo ]
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  #15  
Old August 26th, 2002, 10:03 PM
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Default Re: Travler

hey, that warp point thing is a GOOD IDEA!

i think it would work, but the question is when they would close. in a simultanious game, would they close the same turn they are opened, or the next turn before movement, or at the end after movement.

events usually happen at the end of the turn, and stelar manipulation happens at the start. the question is if you have a turn in between, or not.

this would not stop other ships from going through, but it could stop them from opening their own warp points.

hey, this is good stuff, i will have to give it a shot.
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  #16  
Old August 26th, 2002, 10:07 PM
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Default Re: Travler

There is an effect amount of 1 under the warp point close. Wonder what happens if you change that to 100?

Or if you up the % in the settings file to over 100%?

Any ideas. Can't try them at work, sorry.
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  #17  
Old August 26th, 2002, 10:14 PM

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Default Re: Travler

Quote:
Originally posted by Urendi Maleldil:
How did you mod the engines so ships have more strategic movement than combat movement?

I haven't been able to figure it out.
Fighter afterburners do that already - just use the same ability to create a combat-only movement bonus.
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  #18  
Old August 26th, 2002, 11:31 PM

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Default Re: Travler

"Fighter afterburners do that already - just use the same ability to create a combat-only movement bonus."

Except you will always have strategic/2 movement points PLUS any combat movement in combat.

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  #19  
Old August 27th, 2002, 02:30 AM
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Default Re: Travler

Tried my own suggestion and no matter what, I cannot get it to close one single WP. WTF?

Are these fields in events.txt and settings.txt just for show?

Anyone know how this works?
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  #20  
Old August 27th, 2002, 02:55 AM
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Default Re: Travler

Quote:
Originally posted by Phoenix-D:
"Fighter afterburners do that already - just use the same ability to create a combat-only movement bonus."

Except you will always have strategic/2 movement points PLUS any combat movement in combat.

Phoenix-D
yeah, but thats no problem. make some engines slow on strategic movement (1-3 points) and fast on combat movement. they will still get some carry over, and can be faster than ships with purely strategic movement engines.
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