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  #81  
Old February 17th, 2005, 10:08 AM
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Default Re: Capship Mod

Thank you, Kerensky... and as for the full version, I think that 1.00 will be human player ONLY. Maybe it won't be, but I doubt it. In the end, I hope to have a totally different gameplay experience, with very little stock comps left.
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  #82  
Old February 18th, 2005, 12:57 PM
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Default Re: Capship Mod

Here's Capship 0.801. It isn't 0.81 since this version is just 0.80 with the revamped GC and a few minor bug fixes.

Test it and tell me what you think about the GC.
Attached Files
File Type: zip 333197-Capship Mod.zip (1.88 MB, 175 views)
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  #83  
Old February 18th, 2005, 02:42 PM
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Default Re: Capship Mod

Just happened to glance through the components and found this:

Code:

Ability 1 Type := Palace
Ability 1 Descr := The robots do not respond well to unknown situations - so they're experiencing 20% less accuracy.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Armor
Ability 2 Descr := Robotic Troopers are placed at the very front lines, to protect the more effective infantry behind them.
Ability 2 Val 1 := 0
Ability 2 Val 2 := 0


The first ability will have no effect because it's a Palace and has a zero ability amount anyway, and the second will have no effect because troops don't take partial damage.
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  #84  
Old February 18th, 2005, 03:32 PM

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Default Re: Capship Mod

The first is just a description placeholder; the actual effect is elsewhere.
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  #85  
Old February 18th, 2005, 03:52 PM
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Default Re: Capship Mod

The first ability is a very good modding practice. It gives explicit reference to a bonus/penalty to hit for that component. At least, I assume so based on the description.

Troops that die first are those that are loaded onto the transport first. First in, first out. Abilities, size, hit points, etc. have nothing to do with it.
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  #86  
Old February 18th, 2005, 03:57 PM
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Default Re: Capship Mod

Oh. Well... I'll just leave it in place anyway. Can't do harm. And the Palace ability is a description and a notification of the -20 combat modifier (similar to P&N Computer Pilot/Master Computer deficits).

And does anyone else notice that the side of the screen is smaller? Happened in another thread too...
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  #87  
Old February 18th, 2005, 04:04 PM
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Default Re: Capship Mod

Quote:
StrategiaInUltima said:
And does anyone else notice that the side of the screen is smaller? Happened in another thread too...
This is caused by Ed Kolis' earlier post where he used the "code" tags. UBB interprets this as an instruction to post the tagged text without doing any sort of formatting or word wrapping. This can cause the right hand column to be bigger than normal, which is the case here, which will mean there's less room for the left hand column. Once his post if off the first page of this thread it will revert to the normal column sizes.

The same thing can also be caused by large images being posted to a thread.

Geoschmo
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  #88  
Old February 18th, 2005, 04:32 PM
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Default Re: Capship Mod

Ah, thank you.
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  #89  
Old February 19th, 2005, 02:01 AM
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Default Re: Capship Mod

Quote:
StrategiaInUltima said:
Oh. Well... I'll just leave it in place anyway. Can't do harm.
Yes it does. The description will lead people to think that that troop will be destroyed first, when really it won't be just because of the ability. You might want to remove it now to save yourself many headaches later.
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  #90  
Old February 19th, 2005, 11:48 AM
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Default Re: Capship Mod

And it is ABSOLUTELY CERTAIN troops do NOT take partial damage, even if you're bringing a 250kT Army?
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