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  #261  
Old March 13th, 2002, 11:14 PM

wr8th wr8th is offline
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hi Val,

Is the B5 Mod compatible with Gold?

Also another race that I haven't seen mentioned are the "Moties" from Jerry Pournelle's Mote in God's Eye. Hmmmm, they reminded me of a modified Gumby in shape
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  #262  
Old March 14th, 2002, 12:02 AM

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

They'd be better off in their own mod or just as a race style methinks. Ships that can accelerate without regard to g-forces, as the SE4 ships and the ships in most SF can, would so outmanuver them it wouldn't even be funny.

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  #263  
Old March 14th, 2002, 01:27 AM

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

Wr8th:

Right now the mod is 1.49 (old SE IV), but we just posted AIs for Gold for all the existing races on our site! All of the graphics and sounds should work just fine with the new Gold edition, so it's just a matter of updating the correct files once we have it working in 1.49 (sounds so easy). Another issue is that right now the AI doesn't really work with the mod as it is aimed towards standard SE IV, MB is currently working on the daunting task of writing AI for this project using racial specific components - but this will take a while

Never heard of the "Moties" - newer or older sci-fi?
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  #264  
Old March 14th, 2002, 01:47 AM

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

That's the question.
If most people has or is going to have gold Version, there would be no point in making a v1,49 mod.
What do you think?
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  #265  
Old March 14th, 2002, 02:02 AM

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

I'm figuring on finishing the B5Mod out in 1.49 - as we are sure people have it - and then upgrading everything over to Gold (with a good deal of help from the experts). But it might make more sense to see what everyone has and get an idea of how many Gold v. Standard players there are. Maybe start a thread to get a count
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  #266  
Old March 14th, 2002, 03:53 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

From what I have seen, doing P&N v3.0, an update to gold is not very hard. IMO, it would be easier to update later, rather than manage two mods simultaneously.

I might have time to write (or at least start on) a classic-to-gold Modpatcher this weekend.
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  #267  
Old March 15th, 2002, 06:54 AM

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

I made Star Wars cloaking device hard to research, big and expensive.
Now if I could make it leave the ship blind and have some movement penalty I would be able to make it give cloaking as strong as mines without too much disbalance.
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  #268  
Old March 15th, 2002, 07:18 AM

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

Andres:

You can give it a truely MASSIVE penalty to hit anything - effectively making it blind in combat.

SJ:

A Classic-to-Gold mod program? Is there no end to your magic?

I'm up for finishing this in 1.49 then modding it up to Gold at that point. The only Gold I wanted to try to get posted was the AI so people can use those fine shipsets in their games
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  #269  
Old March 15th, 2002, 07:24 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I have an idea, if it was not already introduced or not too late:

That we include some Micro-components in the mod.

Kind of like Smaller Weaponry and Components that you use for fighters and troops, but about 5-10 kt bigger that are put in ships, preferred small (Escort to Destroyers).

Micro-Weaponry should deal up to 50-100% to it's damage in each tech level.

Micro Sensors should get its capabilities cut by 25% (from normal ship sensors)

Micro Defensive Systems should create 45-60% of the defensive capability. (PSG creates 375 PSP at level 5 so M-PSG should create 170 PSP at around 45% of it. (severly rounded up)) (Micro Crystaline should still channel 15% but has a resistance of 70% at near 50%.)

Ship control should still stay the same as you can't make your crew smaller, the same with engines and other extras such as Mining, Colonization, Space yards (Mini SY's are just cheap in my opinion), Some weapons should not be Small such as bombs, Viruses or racial tech, and ESPECIALLY Null space weaps. (boy can you imagine...)

How bout it folks?

Edit: The reason for this Suggestion is I'd like to see some advantages for making Escorts to Light cruisers combat vessles other than cheap and the Hit-to bonus. The Hit-to bonus can be easily compensated, then it's just like crushing a bug.

Since in many sci-fi shows, small space-borne crafts are featured many, many, times with many Feddie ships being only destroyers to Cruisers in comparison with SE4G, Klingon ships having Escorts as their primary combat vessle, Star Wars where Groups of fighters and corvettes destroying a Baseship, and In Babylon, many ships are very, very small compared to ships of the ancients.

[ 15 March 2002: Message edited by: TerranC ]

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  #270  
Old March 15th, 2002, 09:19 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

There have been a number of mods with weapon mounts that supply micro-components (especially micro weapons). Personally I found that they just bogged the game down because someone (usually the computer) would load up a battlecruiser with a million micro DUCs, or something equally small and numerous.

I guess if they were actual small components, rather than a type of mount you could limit how many could be put on a ship... hmmm, that wouldn't be so bad I guess.

(ps go flames go... don't think the oil will make it this year )
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