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  #1  
Old May 24th, 2001, 07:10 AM
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Atrocities Atrocities is offline
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Default Transphasic Torpedoes

If you watched the final series episode of Star Trek Voyager, then you'll know that these torpedoes are mean mother (four letter word starting with F)

One torpedoe took out a full size borg cube. Now that was impressive.

Any one want to try and Mod this new torpedoe?
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  #2  
Old May 24th, 2001, 09:03 AM

Magnum357 Magnum357 is offline
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Default Re: Transphasic Torpedoes

UHG!!! No offense, but I'am trying to stay away from the Voyager series as much as possible. I haven't seen an episode since Season 3 of Voyager (because where I live, UPN network isn't offered) so I don't have a clue what the heck is happening on Voyager. But from what I understand, it hasn't been all that good anyway, at least compared to DS9.
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #3  
Old May 24th, 2001, 11:29 AM
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Default Re: Transphasic Torpedoes

Just from the subject line i thought this thread would bring up an idea I'v been toying with...

What's to stop modders make more creative use of the damage at range feature? Aftr all thre's nothing to stop you having a weapon which is useless at short rang, but does more and mor damag the further away it got (Something to do with vlocity?) or a seeker that only damages at even rangs (ie damage 1 150 1 140 1 130) I'm sure we sould come up with some good technobabble to explain this, and it would make for some interesting combat strategies...

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  #4  
Old May 24th, 2001, 03:35 PM

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Default Re: Transphasic Torpedoes

New weapons and techs IMO are ALWAYS a welcome addition - (DISCLAIMER) - as long as they don't throw the game balance.
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  #5  
Old May 24th, 2001, 03:41 PM

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Default Re: Transphasic Torpedoes

Just add these weapons to the components.txt file. Make sure they can be used in the AI DesignCreation.txt files. Also for ranged damage, the minimum damage has to be 1.

It's so easy to change the game to suit you needs.

Name := Transphasic Torpedoes
Description := These torpedoes are mean mother (four letter word starting with F)
Pic Num := 69
Tonnage Space Taken := 500
Tonnage Structure := 100
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 10000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 500
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 38
Weapon Modifier := 50
Weapon Sound := ZTorp2.WAV
Weapon Family := 4

Name := Capital Ship Missile
Description := Very large missile that has to travel 5 spaces to arm.
Pic Num := 116
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 1 1 1 1 1 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 1000
Weapon Sound := capshpms.wav
Weapon Family := 201
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 100
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  #6  
Old May 24th, 2001, 04:18 PM
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Default Re: Transphasic Torpedoes

quote:
One torpedoe took out a full size borg cube. Now that was impressive.

Sounds more like lame to me. The Borg idea has really been ruined.
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  #7  
Old May 24th, 2001, 04:19 PM

Nitram Draw Nitram Draw is offline
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Default Re: Transphasic Torpedoes

The 1's are necessary at the close range? Maybe that is why my first attempt didn't work. Thanks.
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  #8  
Old May 24th, 2001, 04:32 PM

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Default Re: Transphasic Torpedoes

Nitram,

Yes the 1's are required. If you have a zero damage at any range, the weapon will not work at any range.
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  #9  
Old May 24th, 2001, 04:39 PM
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Default Re: Transphasic Torpedoes

Name := Molten metal accelerator
Description := An electromagnetically accelerated jet of molten metal which solidifies into an armour piercing spear.

<blah blah blah>

Weapon Damage At Rng := 1 1 1 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0

<blah blah blah>


Name := Wave nexus device
Description := Two high energy waves are projected towards an enemy. At the points where the waves meet, intense heat damages the target.

<blah blah blah>

Weapon Damage At Rng := 1 1 200 200 1 1 200 200 1 1 200 200 1 1 200 200 0 0 0 0 0

<blah blah blah>


Name := Velocity rockets
Description := ultra-high speed rockets accelerate towards the target. The faster they are travelling on impact, the more damage they do. This weapon is difficult to aim and unlikely to hit (1%) at range 8 or higher

<blah blah blah>

Weapon Damage At Rng := 5 10 20 40 80 160 320 640 640 640 640 640 640 640 640

<blah blah blah>




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  #10  
Old May 24th, 2001, 05:45 PM
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Default Re: Transphasic Torpedoes

I wonder if the "Optimal Range" strategy is smart enough to deal with these kinds of weapons...
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