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  #1  
Old October 22nd, 2001, 10:49 AM

AJC AJC is offline
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Default Sector cloaking component

I dont know if someone has done this idea before - but heres something to add to the mods going into the new patch

Sector cloaking device

Name := Sector Cloaking Device I
Description := Field generated within an entire sector, rendering everything within invisible.
Pic Num := 247
Tonnage Space Taken := 40
Tonnage Structure := 20
Cost Minerals := 35000
Cost Organics := 0
Cost Radioactives := 15000
Vehicle Type := Base
Supply Amount Used := 100
Restrictions := None
General Group := Shields
Family := 2800
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 4
Tech Area Req 1 := Cloaking
Tech Level Req 1 := 3
Tech Area Req 2 := Shields
Tech Level Req 2 := 10
Tech Area Req 3 := Physics
Tech Level Req 3 := 4
Tech Area Req 4 := Stellar Manipulation
Tech Level Req 4 := 6
Number of Abilities := 1
Ability 1 Type := Sector - Sight Obscuration
Ability 1 Descr := Renders all vehicles and/or planets within sector invisible to normal sensors.
Ability 1 Val 1 := 5
Ability 1 Val 2 := 0
Weapon Type := None

Improve Hyperoptics sensor rating by +1 per level so that level III hyperoptics detects cloaked sectors.

mod the defense base to include the following line

Misc Ability 8 Name := Sector - Sight Obscuration
Misc Ability 8 Spaces Per One := 5000


( If you want a mod with this in it - check out the mod archive - Mod1)


[This message has been edited by AJC (edited 22 October 2001).]

[This message has been edited by AJC (edited 24 October 2001).]
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  #2  
Old October 22nd, 2001, 11:22 AM
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Default Re: Sector cloaking component

Thanks. I fiddled with this a while back and the best I could get was a system to hide the planets via sensor blockers.

you say to put that some modded lines into the "defense base" where exactly is that?

Here is the crap one I wrote. I used for a while, and it seemed to work.

Name := Advanced System Cloaking Shield Facility
Description := Finely tuned cloaking feild in an array that prevents scanning.
Facility Group := Shields
Facility Family := 39
Roman Numeral := 0
Restrictions := None
Pic Num := 8
Cost Minerals := 15000
Cost Organics := 0
Cost Radioactives := 4000
Number of Tech Req := 1
Tech Area Req 1 := Shields
Tech Level Req 1 := 10
Number of Abilities := 6
Ability 1 Type := Planet - Shield Generation
Ability 1 Descr := Generates 5000 pts of shielding for the planet during combat.
Ability 1 Val 1 := 5000
Ability 1 Val 2 := 0
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Active EM scans.
Ability 2 Val 1 := EM Active
Ability 2 Val 2 := 4
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Passive EM scans.
Ability 3 Val 1 := EM Passive
Ability 3 Val 2 := 4
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Psychic scans.
Ability 4 Val 1 := Psychic
Ability 4 Val 2 := 4
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Gravitic scans.
Ability 5 Val 1 := Gravitic
Ability 5 Val 2 := 4
Ability 6 Type := Cloak Level
Ability 6 Descr := Prevents level 3 Temporal scans.
Ability 6 Val 1 := Temporal
Ability 6 Val 2 := 4
Weapon Type := None

[This message has been edited by Atrocities (edited 22 October 2001).]

[This message has been edited by Atrocities (edited 22 October 2001).]
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  #3  
Old October 22nd, 2001, 06:43 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Sector cloaking component

Does a planet with this "cloak level" using facility have an active cloak button when you select it? I hadn't thought to try this, but if it works at all you would have to activate the cloak just like you do for stealth armor. If it works it would be an excellent ruins tech to add to the game. That way, you'd never know when someone might have it.

I imagine that the sight obscuration one works, but it would be imposible to inactivate without scrapping the facility. That's a very expensive on/off switch...

[This message has been edited by Baron Munchausen (edited 22 October 2001).]
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  #4  
Old October 23rd, 2001, 11:07 PM

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Default Re: Sector cloaking component

this is a component, I tried it as a the facility 1st time and it wont work - not sure why. So I moved it to a BASE only component. to force the player to make a space station in the sector for this level of cloaking. I wanted to limit what vehicles it could go on - otherwise it is too powerful. The way its posted will work without changing the tech levels of the game - it also uses an existing component image.

You dont need to set it up to cloak versus different types of scans because it is actually acting like a storm that obscures the square, without the storm graphic. I set it to level 4 because my prerequisites are so high to get the technology and the top level sensors will find the cloaked sector too easily.

So I modified Hyperoptics to detect level 4 cloaking - so only level 6 advanced military science gives you the ability to detect the cloaked planets.

No Activation required - it is always on and it cloaks everything in the sector (single square) planet , vehicles etc.. from any race that is not you! this is better than cloaking... its more powerful because it is all the time - and not only affects your opponents - it affects allies!

I am not sure what will happen if you have a partnership - it will probably display the sector with the planet and vehicles not cloaked - which is okay to a partner.

Excellent idea for using it as ruins tech!

Add another ability to the DEFENSE BASE

Usually ability #8 ( the Last group of lines in the design of the defense base).

Misc Ability 8 Name := Sector - Sight Obscuration
Misc Ability 8 Spaces Per One := 5000



[This message has been edited by AJC (edited 23 October 2001).]
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  #5  
Old October 23rd, 2001, 11:42 PM
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Default Re: Sector cloaking component

QUOTE:
I am not sure what will happen if you have a partnership - it will probably display the sector with the planet and vehicles not cloaked - which is okay to a partner.
/QUOTE

Cloaked / obscured ships are hidden from your allies, even up to partnership levels. However, if one of your ships in the system (even the cloaked ship itself) has sufficient sensor technology on board then your ally will be able to see your ships.

This is not a bug, it is a feature.

No really, a feature...

Feeeeee-cherrrrrr...

*sigh*

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  #6  
Old October 24th, 2001, 12:42 AM
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Default Re: Sector cloaking component

Sector cloaking is a great idea.
I'd prefer to see it as a Ruins tech myself.

Would be a huge advantage in P&N (which I can't get to work after 2.3c by-the-by)

-Jimbob
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  #7  
Old October 24th, 2001, 12:48 AM

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Default Re: Sector cloaking component

for those of you who want to add it to your defense base - here is an example from the Abbidon. The component can be added to the game without adding tech levels - see original post.

Name := Defense Base
Design Type := Defense Base
Vehicle Type := Base
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 0
Desired Speed := 0
Majority Weapon Family Pick 1 := 34
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 35
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon
Num Misc Abilities := 8
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Quantum Reactor
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Combat To Hit Defense Plus
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Offense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Shield Regeneration
Misc Ability 6 Spaces Per One := 800
Misc Ability 7 Name := Scanner Jammer
Misc Ability 7 Spaces Per One := 10000
Misc Ability 8 Name := Sector - Sight Obscuration
Misc Ability 8 Spaces Per One := 5000
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  #8  
Old October 24th, 2001, 12:49 AM

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Default Re: Sector cloaking component

isn't sector cloaking the same as droppin down the nebula.

Thats what I did when I wanted to obfuscate level 3 or greater

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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #9  
Old October 24th, 2001, 12:50 AM

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Default Re: Sector cloaking component

minus the part about hidding the planets and all.



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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #10  
Old October 24th, 2001, 01:00 AM

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Default Re: Sector cloaking component

quote:
Originally posted by dogscoff:
QUOTE:


Cloaked / obscured ships are hidden from your allies, even up to partnership levels. However, if one of your ships in the system (even the cloaked ship itself) has sufficient sensor technology on board then your ally will be able to see your ships.

This is not a bug, it is a feature.




so you definately want to use care in placing my modified Hyperoptic sensors on anything with cloaked sectors in the solar system then- unless you dont care if your ally can see your planets.

Note - that if you dont want the sector obscuration to be level 4 reduce it to 3 then you dont have to modify any sensors techs and any high level tech sensor will reveal hidden planets/sectors.
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