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  #21  
Old June 2nd, 2004, 06:09 AM
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Default Re: Highliner Mod discussion thread

Quote:
Originally posted by General Woundwort:
I'm not sure what you mean by that
He means to add the Resource Converter ability to Spaceport facilities with a high rate of loss. 90% is probably too much. In Adamant, I have Spaceports able to do "conVersions" at a 75% loss rate, to simulate trading with merchants within the empire (as opposed to trading with those in different empires). The conVersion is very wasteful, but can be useful in an emergency.
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  #22  
Old June 2nd, 2004, 09:47 AM
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Default Re: Highliner Mod discussion thread

Quote:
Originally posted by Ed Kolis:
Could you then please put in a "Recon/Miner Rider Bay" component, much like Adamant's "Recon Satellite Bay", which launches only one rider per game turn - it seems like such a waste to have Groups of four riders flying around doing mining when only one of them actually gets to do anything...
Hmmm... not a bad idea.

Quote:
BTW, where is the Cloaking tech? Did you remove it?
oh, no long range scanners for riders? what, doesn't the ability work?
Yes, Cloaking tech was removed. It won't work on fighters (hard-coded in), and it seemed ridiculous to me given the premises to have Highliners that could cloak.

RE: Long range scanners, I went back and looked at the list of everything that won't work in units, compiled while I was writing the mod...

http://www.shrapnelgames.com/cgi-bin...3;t=009240;p=4

Hmmm... I don't see LRSs on the list. Curious. I thought they were buggy on fighters. Maybe another new component I can add...

[ June 02, 2004, 08:51: Message edited by: General Woundwort ]
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  #23  
Old June 2nd, 2004, 09:50 AM
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Default Re: Highliner Mod discussion thread

Quote:
Originally posted by Imperator Fyron:
He means to add the Resource Converter ability to Spaceport facilities with a high rate of loss. 90% is probably too much. In Adamant, I have Spaceports able to do "conVersions" at a 75% loss rate, to simulate trading with merchants within the empire (as opposed to trading with those in different empires). The conVersion is very wasteful, but can be useful in an emergency.
(smacks forehead)

Why didn't I think of that?

Interesting idea. I'll think it over.
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  #24  
Old June 3rd, 2004, 10:00 AM
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Default Re: Highliner Mod discussion thread

Here's my initial sketches for Version 1.06 -

- include components for intel and science generation (Bases ONLY)

- a Scout Rider bay

- Long-Range Sensors on Riders (I need to playtest this first)

- Formation & Strategies files from USM

Where I need more input from you guys is...

- would it be worth incorporating PvK's Balance mod?

- suggestions on the combat balancing ideas mentioned in this thread

- feedback on current Highliner sizes

1.06 is aways off yet. There's another project I'm looking to get done this weekend, and I have to finish the House Divided set-up first.

[ June 03, 2004, 11:47: Message edited by: General Woundwort ]
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  #25  
Old June 3rd, 2004, 10:06 AM
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Default Re: Highliner Mod discussion thread

Sorry for barging in like this (I've been without internet for quite some time), but where can I get this mod? Or is still under construction?
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  #26  
Old June 3rd, 2004, 10:26 AM
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Default Re: Highliner Mod discussion thread

1.04 is at Fyron's SpaceEmpires.net site. But if you can wait a few days, 1.05 will be available at another location (stay tuned... )
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  #27  
Old June 3rd, 2004, 05:37 PM
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Default Re: Highliner Mod discussion thread

Alrighty then! I'll stay tooned...
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  #28  
Old June 3rd, 2004, 08:00 PM
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Default Re: Highliner Mod discussion thread

Quote:
- would it be worth incorporating PvK's Balance mod?
Always.
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  #29  
Old June 3rd, 2004, 10:37 PM

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Default Re: Highliner Mod discussion thread

make sure you adjust it to your mod.
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  #30  
Old June 3rd, 2004, 10:41 PM
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Default Re: Highliner Mod discussion thread

Forgive my stupidity but is this mod based on a book series or something?
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