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February 12th, 2005, 04:41 PM
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First Lieutenant
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Join Date: Mar 2002
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Re: Capship Mod
No, unfortunately you can't use multiple damage types.
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February 12th, 2005, 04:46 PM
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First Lieutenant
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Re: Capship Mod
About the engines, there are the same number of engines as in the stock game.
No, facilities can't have weapons.
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February 14th, 2005, 05:50 PM
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Major General
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Re: Capship Mod
Problem with that is: I've added Large-Scale Gatling Cannons and Heavy Vulcan Autocannons that fire really fast... will do the supply thing tho, but remember: projectiles are relatively weak in comparison to energy weaps (especially anti-capship weaponry... 1K consistent damage on a range of approx. seven. OMFG) and you still have torps to take up the middle.
So the basic weapon usage layout would be:
-Early game: Projectile, perhaps early Torps, perhaps early Beams
-Middle game: Projectile, Torps, stronger Beams
-Late game: advanced Projectile, minor usage of Torps and large-scale Beam weapon deployment
Still a [censored] pity of the GC...  realy wanted to add that Artillery. Oh well. Back to the drawing board then. Will have to make the Artillery space-based long-range heavy weaponry...
Damage(approx):
0 0 0 1K25 1K 1K 750 750 500 500 250 250 250
and:
0 0 0 0 0 1K5 1K5 1K25 1K25 1K25 1K 1K 1K 1K 1K
and:
0 0 0 250 250 0 0 0 0 0 2K 1K75 1K5 1K25 1K
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February 14th, 2005, 07:10 PM
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Shrapnel Fanatic
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Re: Capship Mod
Check out GritEcon mod.
http://imagemodserver.mine.nu/other/...Mods/GritEcon/
It has infantry, tanks, and artillery. Infantry do piddly damage, but have tons of hit points. Artillery do must more damage, but have piddly hit points. Tanks do less damage than artillery and have fewer hit points than infantry. You need infantry to soak up damage, but you need heavy vehicles to do any real damage.
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February 14th, 2005, 11:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Capship Mod
Plus, build costs go up rapidly with increasing size.
You can easily throw 10,000 infantry around in multiple major planetary assaults, and throw a few thousand light tanks in to back them up, but you have to carefully hoard your couple hundred heavy tanks and save them for the important battles.
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February 19th, 2005, 12:13 PM
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Major General
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Re: Capship Mod
Oh. Well, thanks. I'll remove it rightaway.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 12th, 2005, 08:13 PM
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Shrapnel Fanatic
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Re: Capship Mod
Quote:
StrategiaInUltima said:
Hmmm... and the regeneration? That makes it an all-or-nothing hit...
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Quote:
Suicide Junkie said:
Shield regen and shields-from-damage don't work on planets.
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February 16th, 2005, 03:31 AM
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Major General
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Re: Capship Mod
Look back a couple pages... latest edition is 0.80 tho, 0.81 (in the works) will be different.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
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February 20th, 2005, 05:58 PM
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Major General
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Re: Capship Mod
Fyron: I'm just ready with indeed putting my pics in Imagemod, and I'm about to send it to SJ. Secondly, the Imagemod had several MUCH better pics for things I already assigned another pic to... (that's its purpose) so it took me roughly two or three hours to track down all "old" images and redo them for Imagemod. And doing the small pics is also a pretty darn PITA. There are over twenty images, and I had already done them before... but forgot to back up the old Components file, so had to redo them myself. Major PITA, as my version seems to miss a few large comp pics so I'd just renamed the images... then had to rename them again... and also two pics didn't look good as miniaturized pics, so I'd touched them up a little. PITA.
Kerensky: As of yet 25MT (was 30MT on 0.70) but perhaps I'll ad larger ships - perhaps by 1.00 or perhaps in a later update.
Btw, as soon as Capship reaches 1.00, I'll post it in another thread, since this one is mainly a discussion over the undergoing construction of the mod and is pretty cluttered up by now for a full version release.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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February 14th, 2005, 04:31 PM
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Major General
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Re: Capship Mod
Make projectiles skip shields, torps skip normal shields and energy weaps (beams, plasma missiles, and such) skip none unless specified. Projectiles are pretty strong in the early game, but are still important later as you get access to ridiculously poweful weapons in comparison to DUCs. Energy weaps will be very strong and smaller than projectile, but will as said not skip unless specified. Torps are in between; skip noraml, do medium damage at medium size. Torps will be moderately effective later, with phased shields because they're smaller than projectile and stronger than energy.
Thnx for the info. Damn...
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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