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  #61  
Old May 15th, 2002, 05:34 AM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

As for the ground troops, ground combat has never been a big thing for me in SEIV, so that wasn't high on my priority list. I will be getting to it, perhaps in the next release Version.

Boarding partys on gunbaots worry me, since I'm not sure how the AI will handle it. Could be interesting. I will look into that. What will most likely happen is that the boarding party component will be so large, it will render the gunboat useless for most other things, in order to prevent the boarding parties from being put onto the smaller fighters.

Quote:
Just FYI, I dont believe the Missile mounts are functioning properly. I did some tests with your mod and one of my own using Missile mounts that did increased damage and the extra damage doesnt appear to be added.

This was something I recall from the initial release of SE4 and it doesnt appear to have been implemented.
I remember that, back in the days of the original Derek's mod. I'll check it out, and let you know.

Derek
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  #62  
Old May 15th, 2002, 05:43 AM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Thouroughly depressing. The HE missile mounts decrease the range of the missiles, as I wanted them to, but it didn't increase the damage. I'll have to come up with another scheme.

Derek
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  #63  
Old May 15th, 2002, 06:52 AM

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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Originally posted by Derek:
Thouroughly depressing. The HE missile mounts decrease the range of the missiles, as I wanted them to, but it didn't increase the damage. I'll have to come up with another scheme.

Derek
Having a HE mount doing double damage for only -2 to range without additional space/cost needed seems somewhat unbalanced IMHO...
(edited, I streamlined the idea ) :
Why not trying rather to have mounts change only ranges (considering that bugs prevent damage modifier from working) ?
Create :
* a short range mount : 75-80% size/cost, range -2
* and a Long Range mount : 120-140% size/cost, range +3 or +4 (call this one Long Lance !)
(you can even make more variations...)

We'll basically have a smaller and a bigger missile with same explosive charge and varying amount of fuel.. Neat ?

[ May 15, 2002, 07:06 AM: Message edited by: PDF ]
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  #64  
Old May 15th, 2002, 09:45 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

I thought range didn't do anything with missile mounts, either, no?

In essence, you can't change the missile itself with a mount - only the launcher. So you've only got a few things to play with using missile mounts:

size
structure
cost
rate of fire

At least, that's what I thought.

PvK
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  #65  
Old May 15th, 2002, 11:56 PM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Well, thouroughly depressingly, it appears you all were correct. You can not affect range, or damage with mounts for missiles. Well, you can actually reduce range, but not increase it. If you increase it, the game will let you fire at the increased range, but the missile will dissappear once it is outside it's normal range. If you decrease the range, the game won't let you fire outside the decreased range.

Anyways, I took out the missile mounts.

Derek
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  #66  
Old May 16th, 2002, 02:17 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Is it possible to set an upper hull level for mounts ?

If yes, then you can turn all arond : normal missile will have a long range, but only a "small" mount will be available for small hulls that gives a penalty to the range. Large hulls will have larger mounts with smaller penalty till they reach "normal" missile.
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  #67  
Old May 16th, 2002, 02:23 AM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

No, unfortunately not. However, the AI will use the highest mount it is allowed to use for a certain hull size, so you won't see AI ships with lesser mounts. If two mounts have the same hull requirement, the AI will use whichever one comes Last in the compenhancement.txt file.

As modifiable as the game is, there are some limitations.

Derek
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  #68  
Old May 16th, 2002, 03:29 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

I'm curious on how the luck trait applies to Derek's Mod. Yes, half the chance for bad events; but, half the chance for good events too, or double? On that note what are the frequency rates for medium or high catastrophy frequencies. 1 out of 20 for high and something like 1 out of 50 for medium? I have only once encountered a catastrophic event, and I was playing at a medium rate for the most part.

Then on to technology research rate. Am I going to be looking at impossibly long periods of research ie, 10-20 years the further I advanced, or would you recomend just playing with average tech cost.

I have been reading some of the previous Posts, and it looks like mounted missles are no good to use. Am I correct on that assumption? Thanks
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  #69  
Old May 16th, 2002, 05:17 AM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Quote:
Originally posted by tnarg:

I have been reading some of the previous Posts, and it looks like mounted missles are no good to use. Am I correct on that assumption? Thanks
Yes, you are correct. In the next release there won't be any special missile mounts, because they just don't work.

Quote:
Then on to technology research rate. Am I going to be looking at impossibly long periods of research ie, 10-20 years the further I advanced, or would you recomend just playing with average tech cost.
Well, I've been playing as much as I can, both for fun, and to figure out the bugs, and while I never get the huge amount of research points that you get in regular SEIV, I still slowly push it up to around 100k research points. This shouldn't take too long to research anything at that rate, except some of the highest levels of ship construction, and a few other techs.

The key is to research computers until you get Central Computer Complex III and then scrap one of the facilites on your homeworld and replace it with a CCC III. This will really help your research.

Derek
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  #70  
Old May 16th, 2002, 07:59 AM
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

So do you play the game with the technology tech cost set to medium or high?
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