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May 16th, 2002, 09:35 AM
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Colonel
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Join Date: Apr 2002
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by Derek:
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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So you however could let choice between :
- "LR" mount with max missile range (having upped the missiles range themselves), mount size 125%
- "Normal" mount with somewhat reduced range (-2), size 100%
- "Small" mount with more range reduction (say -5), size 80%
Any ship could carry any mount, but you can tradeoff between say 3 LR mounts/4 normal/5 short.
Is it possible to have a "fast mount" with reduced reload time (to 2) ? How ?
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May 16th, 2002, 03:36 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by tnarg:
So do you play the game with the technology tech cost set to medium or high?
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Medium
PDF: Thats not a bad idea. I might look into that. There are no changes to reload rate allowed in the missile mounts, however.
Derek
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May 16th, 2002, 03:40 PM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Addendum: You can make all new components that launch faster, and thats one of the thoughts I have for Derek's Mod; missile launchers that have a faster rate of fire, at a cost of extra supplies, less damage, more cost, etc...
Derek
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May 16th, 2002, 05:43 PM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Also, I don't know if I requested this before; but, what about adding boarding party components to be utilized on gunship sized fighters, perhaps the ability to land troops on planets too(see above example of special forces). I don't know if this would be hard to mod in, it sure would be cool though.
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Remember what I said earlier about how some things are unchangeable? Well, it appears that fighter type craft cannot be used to capture other ships, even if they mount boarding parties. It appears to be a hard code issue. If anyone knows more about this, let me know.
Derek
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May 16th, 2002, 06:37 PM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
A note about future Versions of the mod:
It requires the image mod; all the images in the imagemod are from a variety of sources, including Proportions, Devnull, P&N, and many others. The point of the image mod is to download one set of images to be used for all mods, and put the imagemod files into your main SEIV pictures directory, thus decreasing the d/l size of the various mods out there, instead of having each mod come with its own images.
So, having said that, you can go to the main Imagemod page HERE
If you have trouble installing it, after reading the readme files, let me know, and I will do what I can to help, or refer you to someone who can. This will also be posted on the message when I upload the next Version of Derek's Mod Gold, sometime next week, most likely.
Derek
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May 16th, 2002, 09:01 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
If you really want to do this, you could try using the allegiance subverter ability, although I think that might not be resisted by security stations.
PvK
Quote:
Originally posted by Derek:
quote:
Also, I don't know if I requested this before; but, what about adding boarding party components to be utilized on gunship sized fighters, perhaps the ability to land troops on planets too(see above example of special forces). I don't know if this would be hard to mod in, it sure would be cool though.
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Remember what I said earlier about how some things are unchangeable? Well, it appears that fighter type craft cannot be used to capture other ships, even if they mount boarding parties. It appears to be a hard code issue. If anyone knows more about this, let me know.
Derek
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May 16th, 2002, 09:13 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by PvK:
If you really want to do this, you could try using the allegiance subverter ability, although I think that might not be resisted by security stations.
PvK
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Yes, I think you are right about that. It's too bad that the Master computer's ability to resist the subverter and it's ability to replace ship control functions aren't seperate abilities. Then you could mod something like this in I think and just give the security station the resists subverter ability.
Geo
[ May 16, 2002, 20:14: Message edited by: geoschmo ]
__________________
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Who I'll be tomorrow is anybody's guess
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May 18th, 2002, 08:29 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Derek,
I tried clicking on your imagemod here to download and I got a "sight temporarily down". Any where else that I can download this, or is this just a temporary thing? Thanks.
Oh yeah;If you don't mind my prying, but what do you have in store for us on the next round? Again, thanks.
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May 18th, 2002, 06:57 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by tnarg:
Derek,
I tried clicking on your imagemod here to download and I got a "sight temporarily down". Any where else that I can download this, or is this just a temporary thing? Thanks.
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Well, it's not my image mod; IIRC, Suicide Junkie is the one who compiled all the images together, and made all the files match. Many people had input into it, but SJ is the final coordinator.
The site goes up and down; you should eventually be able to get the imagemod from there.
Quote:
Oh yeah;If you don't mind my prying, but what do you have in store for us on the next round? Again, thanks.
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Here is the latest couple of changes from the readme file:
Quote:
v 1.06 05/16/2002
Imported, basically intact, the ground combat troops and components from PvK's Proportions Mod. Basically, there are two types of troops:
Infantry, with a weight of 1kT and Infantry Small Arms and Heavy Weapons which weigh 1kT, so those infantry units can use them, and regular small/medium/large 'troops' (which I will probably rename to something else) which can mount the normal troop components. Also, I made the changes PvK did, so that fighters can only mount fighter weapons, and troops only troop weapons.
Introduced Rapid Fire Missile Launchers I - V, a new component that launches missiles every round in order to saturate point defense, but the actual missiles are much lighter, with less damage resistance and do less damage, at slightly shorter ranges.
This Mod now REQUIRES the image mod. It is not included in the mod, but is located for download here : http://www.geocities.com/hohoho611ca/imagepack.html
If you do not have the imagemod, I recommend you get it and put it in your main SEIV directory; it holds images for almost every mod out there.
Fixed some typos in the tech areas that messed up the tech requirements for Kaon Weapons and for Bomb-Pumped X-Ray lasers
v 1.05 05/15/2002
Removed missile mounts, since no matter what you do in compenhancements.txt, the missiles still do the same samage, and have the same range. Depressing.
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May 18th, 2002, 07:58 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
"Imported, basically intact, the ground combat troops and components from PvK's Proportions Mod. Basically, there are two types of troops:
Infantry, with a weight of 1kT and Infantry Small Arms and Heavy Weapons which weigh 1kT, so those infantry units can use them, and regular small/medium/large 'troops' (which I will probably rename to something else) which can mount the normal troop components. Also, I made the changes PvK did, so that fighters can only mount fighter weapons, and troops only troop weapons."
- I would also recommend, if you haven't already, getting the AFV shields, AFV armor, and the relevant settings.txt entries (militia strength, number of ground combat turns, ground combat damage multiplier), or at least looking at what's in Proportions and adjusting from there. Note too that some of the tech requirements were changed in Proportions, to stretch them out beyond the puny 3-level tree for ground weapons in the standard set - you might need to make sure all the AFV equipment is reachable with your TechAreas.txt file's maximum research levels.
PvK
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