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  #21  
Old July 28th, 2003, 10:12 PM
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Default Re: Psychology mods? Increasing the role of troops?

It depends on the ability. Some abilities can stack, some can not.
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  #22  
Old July 28th, 2003, 10:13 PM

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Default Re: Psychology mods? Increasing the role of troops?

Question: Supply amount used only works for weapons, correct? I couldn't have Psychotropic Drugs (which works like combat sensors) continually using supply, correct?

Jeesh, I have newfound respect for all you modders (not that I didn't before), this is pretty complicated.
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  #23  
Old July 28th, 2003, 10:23 PM
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Default Re: Psychology mods? Increasing the role of troops?

Supply amount works for other things too, such as Engines, Cloaking, anything that has an order to use it, etc. Bonus to hit abilities never use supplies though.
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  #24  
Old July 28th, 2003, 10:28 PM

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Default Re: Psychology mods? Increasing the role of troops?

Thanks Fyron.

Question: what's the deal with the family number? Are those chosen from specific numbers or can I just make one up for a new component series?
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  #25  
Old July 28th, 2003, 10:29 PM
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Default Re: Psychology mods? Increasing the role of troops?

You can pick any number up to some huge limit, such as 65k or so. I do not know what the actual limit is, but it is huge.
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  #26  
Old July 28th, 2003, 10:33 PM

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Default Re: Psychology mods? Increasing the role of troops?

Let's see if this formats properly. I have no image, and I don't know about the family bit yet. I thought the component should be small and based on organics. I figured it in 3 levels giving +10/-10 to +30/-30 with organic prices of 400,600,800. The tech would be level I under Psychology and price equivelant to Applied Poli Sci. I'm just pulling those numbers out of the air, though. I don't have a great grasp of balance yet.

Name := Psychotropic Drugs I
Description := Chemical stimulants send crew into a battle frenzy.

Pic Num := 12
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 0
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 18
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychotropic Drugs
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 10% attack bonus in combat (only 1

component per ship effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Recklessness causes a -10% defense penalty in

combat.
Ability 2 Val 1 := -10
Ability 2 Val 2 := 0
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  #27  
Old July 28th, 2003, 10:40 PM
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Default Re: Psychology mods? Increasing the role of troops?

You might not want it in family 18... try going with 3000 or some unused number (just do a search for Family := 3000 (with the correct spaces) in the comps file).
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  #28  
Old July 28th, 2003, 10:47 PM
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Default Re: Psychology mods? Increasing the role of troops?

Image? How about a fried egg? ("This is your ship. This is your ship on drugs.")

PvK
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  #29  
Old July 28th, 2003, 10:55 PM
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Default Re: Psychology mods? Increasing the role of troops?

/me shudders involuntarily
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  #30  
Old July 28th, 2003, 11:10 PM
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
1) Psychotropic Drugs/Rage Engine-Component that increases offense% whil decreasing defense%
Entirely possible, yes. One component with both the combat-to-hit-plus and combat-defense-minus traits.

Quote:
2) Commissar/political officer-component that adds to boarding defense (counts as X boarding parties or something, but is smaller)
I'll go you one better: make it an auxiliary bridge with anti-boarding properties. Then you can haveonly one per ship, it helps resist the Allegience Subverter, keeps the ship under control if the bridge is taken out, and provides some additional anti-boarding defense.
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