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  #271  
Old March 15th, 2002, 03:23 PM

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

TerranC:
Most fighter weapons in the standard game have very large damage Ratings and would be super powerful if mounted on ships. I know that's not what you meant, but it's something interesting done to compensate other weaknesses of fighters.

I was already making many SW weapons and other comps such as shields very small or with small Versions. A small Corellian Gunship will be able to carry its shields and good weapons

At least SW and I think that B5 too, shares the se4-like idea of "the bigger the better" (being the Death Star the ultimate expression, but not the only one example)
Not all trek races lack of a good number of really big ships, Romulans have many warbirds, and Borgs have many cubes.
Many races also lack of fighters (or use them very rarely like the Feds), and I've seen many fans classify ships of nearly 150m like fighters!

Val:
A to hit penalty was something I was considering to prevent usage in warships. (note that in combat the cloaking device is turned off so the ship shouldn't be blind)
I was also considering making it a base only or maybe count as engine but give 0 movs to make the ship slower by allowing 1 less engine.

These are the cloaking devices I'm considering:
(The first 2 should provide very limited cloaking similar to stealth armor, or cloaking dev I)

Sensor Stealth Pod
Crude but effective stealth method that makes a ship "run silent" by shutting down all energy emitting systems. Knocking down reactors, however, drains the ship's energy fast and can only be used for short periods of time before running out of supplies.

Sensor Mask
Completely opposite to sensor stealth, this device combines electromagnetic and holographic transmissions to "hide" a starship from most sensors. It doesn't absorb sensor beams but, rather, disrupts them by sending back information on the environment surrounding a starship, making a ship virtually disappear.

Cloaking Device
Cloaking device that wraps the universe around a starship. That makes it impossible for any kind from EM signals from the outside universe to interact with the ship, or for any emission to come out from the ship. That renders the ship completely undetectable by any means, but also leaves it completely blind to the universe around it. Jumping into hyperspace while cloaked can make it unstable and cause the starship to explode.
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  #272  
Old March 15th, 2002, 07:57 PM

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

I’m still light-years from completing the SW map, but I just had this idea. Give known spaceyard planets such as Kuat, Fondor, Corellia, Mon Calamari, ect. a built-in bonus space yard abilities, so when stacked with a normal sy facility can build things faster. The same way give some intel modifier to Bothawi, and some other bonuses to other planets to encourage players to use them somehow similarly to how they are suppose to be.
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  #273  
Old March 16th, 2002, 01:06 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Are you sure that those abilities would work on planets? It seems to me as if they would not work.
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  #274  
Old March 16th, 2002, 04:51 AM

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

Well I didn't make a test yet, but I've seen many stellar abilities work in comp/facilities/vehiclesizes and many comp abilities work in facilities/vehiclesizes so I figured they'd work.
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  #275  
Old March 16th, 2002, 10:53 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Andrés:
Which abilities work on abnormal object types?

All:
How would you guys feel about extending the tech tree a bit for this mod? As in, having 10 levels of resource buildings instead of 3, 10 levels of ECM and Combat Sensors, etc.
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  #276  
Old March 16th, 2002, 05:44 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

The Babylon-5 bits use 24 levels in both Sensors and ECM.

If the extra levels are designed to remain balanced, and add something to the strategy as well, I'm all for it.
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  #277  
Old March 16th, 2002, 08:00 PM

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

I just uploaded some merged files. Bearclaw and Fyron please check for mistakes/omission when adding your data.
SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
http://se4kdy.cyberwars.com/files/sci-fi-cross/

[ 16 March 2002: Message edited by: Andrés Lescano ]

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  #278  
Old March 16th, 2002, 08:40 PM

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

Andres:
I like the idea of the 3 different cloaking devices in the mod. Working on some for B5 now as well - from the stealth armor (Centauri) to the Torvalus Stealth Shading Device (total cloaking above all younger races sensors).

IF:
10 levels of resources sounds good as well, though might want to spread the current #2&3 to #3&5 and fill in the space between to have a more gradual raising.

Just posted a gamma patch on the B5Thread with Molecular Weapons, Plasma Weapons and some reworked ancient engines/reactors.
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  #279  
Old March 16th, 2002, 09:02 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
Ability 2 Type := Planet - Change Ground Defense
Ability 2 Descr := The focused energy of people learning to use the Force protects the planet from Attack. Adds 10% to Ground Defense.
Ability 2 Val 1 := 10
Ability 2 Val 2 := 0

Have you tested to see if this actually works? Last I heard, it didn't work as a racial trait, and I don't know if it works for a facility.

quote:
Name := Spec-Ops System HQ II
Ability 1 Type := System Point Generation Modifier - Intelligence
Ability 1 Descr := Increase all intelligence generation in a system by 40% (only 1 facility per system effective).
Ability 1 Val 1 := 45
Ability 1 Val 2 := 0

The description is wrong here, and for the other levels of Spec-Ops.

quote:
Ability 2 Type := Solar Resource Generation - Organics
Ability 2 Descr := Generates 300 organics per star each turn.
Ability 2 Val 1 := 300
Ability 2 Val 2 := 0
Ability 3 Type := Solar Resource Generation - Radioactives
Ability 3 Descr := Generates 300 radioactives per star each turn.
Ability 3 Val 1 := 300
Ability 3 Val 2 := 0

Every facility from Crystalline Restructuring Plant I to Mercenary Fleet Academy VI got either one or both of these abilities added to them.

Deflector Shields VI yields both Projective Planetary Shields I and Planetary Shield Generator VI.

Also, is it really necessary to have 7 abilities listed for every single facility? That makes the file a lot larger than it needs to be.
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  #280  
Old March 16th, 2002, 10:38 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

quote:
SJ please take a look at the combat, comps and facility pics and see about merging with the pic mod. Please correct me if I used some pic num that was already used.
Components will fit in OK.
The pink facility, #191, will have to move to #241
The torps will have to start at #121, instead of #81

I think all of the beams are already in the imagemod, but start at #101
Also, a number of those beams still need to be fixed: See the test beam image (#30). The red box is the tip of the beam, and the green box is the area tiled to form a beam behind the tip.

The second & third rows of your file's new beams have many images with almost no color in the areas that SE4 actually uses.

==============

PS: I'm getting an "Internal Server Error" when trying to download the facilities zip.

I also need to confirm the credits for the new images.

[ 16 March 2002: Message edited by: Suicide Junkie ]

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