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  #501  
Old June 30th, 2003, 07:39 AM

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

found the problem... some hulls too small for a mininium speed of 3... was running out of room b4 the supply generation solar got on... and just filled up rest with engines... mininium speed needs to be 2 for colony, poptrans, and trooptrans...

well that and a must have solar supply generation makes it work...

[ June 30, 2003, 06:44: Message edited by: openair ]
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  #502  
Old June 30th, 2003, 04:33 PM

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

Some changes I've made but didn't upload yet.

Corrected superlaser tech requirements. They had a level 10 'turbolaser weapons' requirement, a tech I had removed but forgot to correct here, the curious thing is that this didn't give an error but instead made the requirement be ignored.

Removed the extra 's' in the description fo most engines (Generates 1 thrust points.)

Removed Boarding Defense ability from Bridge (& SW), Life Support (& SW), Crew Quarters (& SW), Auxiliary Control, Shield Regenerators, Point - Defense Cannons and SW Shield Recharger and Anti-Fighter Lasers and added it to SE4 engines, Supply Storage and SW reactors.
This should 'fix' ion cannons damage.

TH if you think your 'balancing' is worth it, post your changes.

AIs will not find the right weapon and not design attack ships.
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  #503  
Old July 1st, 2003, 10:23 PM

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

is there anyway to use a component on a ship (ie HyperDrive) that is in a fleet without pulling the ship out of the fleet?

its really pissing me off having to pull my fleets apart everytime i wanna go anywhere...
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  #504  
Old July 2nd, 2003, 01:19 AM

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

Unfortunately there is not.
Also AI will never use those components so making them research and add them to their designs would be wasted research points and onboard space.
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  #505  
Old July 2nd, 2003, 01:57 AM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Sorry Erax... I knew that. Just testing you. BTW... I've been meaning to say... there's something... I dunno... 'sinister' about your avatar.
You think so ? The original picture is a little less scary.

Andres, here are a few things I've noticed :

- When starting a full-tech game, the Empire had access to the following SEIV tech : phased-polaron beams (incl. the small Version), incinerator beams (incl. small Version), ripper beams, wave motion guns, gravitic sensors, solar sails, solar collectors and null-space projectors.

- The light frigate's description could be 'Lancer Frigate'.

- The Carrack cruiser is spelled 'Carrak'.

- The slugthrower rifle is spelled 'slugthrowing'.

- Small-sized ion cannon use the image for the bLaster rifle.

- Fighter-sized ion cannon and lasers may be mounted on troops, but their damage values are on a different scale so they become quite weak.

- The AT-AT uses an AT-ST image.

That's it for now, gotta get some sleep. Keep up the great work !
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  #506  
Old July 2nd, 2003, 02:18 AM

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

y not make hyperdrives like the Warpdrives from AST then?

they generate a only bonus movement points, like system bonus movement points, no standard, no combat bonus...

problem i see with this: by just swapping the Emergency Energy for movement bonus, its gonna bump up combat moves for even large ships to like 8...

EDIT: Nevermind! found out combat=/2 system is hardcoded...

i dunnno???? personally, i really hate the way its done now tho...

[ July 02, 2003, 02:40: Message edited by: openair ]
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  #507  
Old July 2nd, 2003, 05:06 AM

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

Openair,
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
It's supposed to be complicated.
Emergency movement is the only way to increase normal movements without increasing combat movements.
There is no opposed ability and combat movement does not work with negative numbers.

I want to mantain the contrast in speed between capital ships and fighters.
And the popular belief that trekkie capital ships are faster and more manuverable at sub-light speeds.

Erax,
Many SE4 techs are not researchable but capturable. Being available in a high-tech game is a side effect, but that should not happen after researching a lot in a long game.

At least in the .XLSs, I'm correcting all the other errors you've reported. I want to finish adding the basic techs of Outlaws before compiling the data files and star testing.
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  #508  
Old July 2nd, 2003, 03:05 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Traveling through Hyperspace ain't like Dusting Crops, Boy. Without precise calculations we'd fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?
ROFLOL !!

Andres, I've been looking through the data files and have a few more suggestions/comments :

- I really like the way Imperial ship construction is set up, I feel it simulates the choices the Empire had to make in its weapons programs.

- I also really like the Rebel fighter sequence.

- I noticed that the TIE Bomber image is actually a TIE X1.

- Is there any reason why you kept the Caduceus Fighters tech area ? Fighters + Imperial Technology would work just as well IMO.

- The tech requirements for the Missile Boat could be raised a bit IMO. I suggest Fighters 2 + Missile Weapons 2.

- The Spacetroopers have a requirement of Troops 1. It's a bit odd to get them before regular Stormtroopers. I suggest moving them to Troops 3.

- The 'available to all' fighters follow this progression : Toscan -> Pinook -> CloakShape -> R41 -> BLastboat. I personally feel Pinook -> CloakShape -> Toscan -> R41 -> BLastboat would be better, based on their effectiveness in combat. Maybe the R41 could come before the Toscan but this is debatable.

- The Torpedo Sphere and Suncrusher mounts could be moved up the tech tree (perhaps linked to Death Stars and Stellar Manip, respectively) so they won't show up in our design screens way before we can use them.

I'll be looking at the data files in a more organized manner now. First up is CompEnhancement. Keep up the great work !!
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  #509  
Old July 2nd, 2003, 07:10 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Quote:
Emergency movement is the only way to increase normal movements without increasing combat movements.
Yes, but it is a huge pain to use in the game when you have lots of ships. Relying on it is going to drive people away from the mod IMO because it will make playing it become very very tedious.
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  #510  
Old July 2nd, 2003, 11:42 PM

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

the Maintenace droids need balancing!

80% is way too high, a fully loaded DS2 goes from like 210k/turn to like 42k/turn... SSD from 43k to 8k... ESSD from 102k to 21k... <- cheaper then an ISD b4 maintenace droids!

OSD and Golan's can be free, with only the second lvl maintence droids... 50%+50% =100%

i think they should start at like 10% and only go up to 40%-50%... and shouldn't be allowed on bases...

[ July 02, 2003, 22:48: Message edited by: openair ]
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