View Full Version : ++Official Legacy of the Ra'shrakil Alpha Test Thread++
Lord Kodos
May 29th, 2003, 08:09 PM
Well, you can all finally rejoice. I am releasing parts of the LR mod Alpha in different portions. When ive finished everything ill lump the goodies together and release them to you all in my Alpha.
First up should be Vehicle Sizes which should be followed by Necromancy. Expect Vehicle Sizes sometime this month unless something goes catastrophicly wrong, which shouldent, as ive taken MANY precautions this time ^_^
[ June 02, 2003, 06:59: Message edited by: Lord Kodos ]
Fyron
May 29th, 2003, 09:05 PM
Its about time! http://forum.shrapnelgames.com/images/icons/icon12.gif
Lord Kodos
May 29th, 2003, 10:47 PM
LEGACY OF THE RA'SHRAKIL ALPHA VERSION 1.0.0
1054241058.zip (http://forum.shrapnelgames.com/newuploads/1054241058.zip)
Features:
-New Ship Sizes
-Organic Ship Sizes
-Energy Ship Sizes
-Null-Matter Ship Sizes
-Omnipotent Ship Sizes
Please note that this extremely early vesion of the alpha includes only the vehicle sizes and the traits and racial techs to build them. This mod is designed to be compliant with the Neo-Shipset expansion pack developed by Dogscoff. Please keep in mind that you must pick Standard Race as a trait in order to play. The othe traits are currently only there to show ship sizes, but do not have any components as of yet.
Please report any bugs or anything here. Feel free to modify this to suit your own needs, but do not include this in any mods.
Next Version will probably be the Necromancy racial trait.
dogscoff
May 29th, 2003, 11:47 PM
Fantastic! KodosYou've been tempting us for months (years?) with your mod ideas, and I'm really looking forward to seeing them in the flesh (er... code.)
Lord Kodos
May 30th, 2003, 12:00 AM
Thanks, and yeah, its been years. ^_^
Anyhow, for the next Version which would you all like, remember im only adding one feature per Version to make it managable for me.
-New Standard Components
-Necromancy Racial Trait
-Mechanoids Racial Trait
-Psionics
-Racial Quirks (minor traits)
Lord Kodos
May 30th, 2003, 12:00 AM
Thanks, and yeah, its been years. ^_^
Anyhow, for the next Version which would you all like, remember im only adding one feature per Version to make it managable for me.
-New Standard Components
-Necromancy Racial Trait
-Mechanoids Racial Trait
-Psionics
-Racial Quirks (minor traits)
Fyron
May 30th, 2003, 01:08 AM
-Mechanoids Racial Trait
-Psionics <font size="2" face="Verdana, Helvetica, sans-serif">Do I sense a bit of Adamant influence here? http://forum.shrapnelgames.com/images/icons/icon12.gif
Lord Kodos
May 30th, 2003, 02:06 AM
^_^ Well Psionics is 4 levels each one building uon the other and each one requiring a special trait.
Mechanoids was a planned feature wayyy back in the day. ^_^
Its mostly a few high end Energy Cannons(Lightning Cannons) Population bonuses, and some other shtuff ^_^
Fyron
May 30th, 2003, 02:12 AM
You should make whatever you'll have the most fun making. http://forum.shrapnelgames.com/images/icons/icon12.gif
Lord Kodos
May 31st, 2003, 04:15 PM
bug with BEHEMOTHS and a few other huge ships, they cant move ^_^ its fixed and will be in the next Version which should have Necromancy and a few other goodies i have got for you ^_^
Besides, those ships arent practical anyway, just for fun, and for Omnipotent races...who dont even need them anyway ^_^
Lord Kodos
June 2nd, 2003, 06:28 AM
Space Empires IV Legacy of the Ra'shrakil
Alpha Version: 1.1.0
1054527830.zip (http://forum.shrapnelgames.com/newuploads/1054527830.zip)
New Features
-Overspace System Types
-Infantry Component
-Hero Components
-Empty System Type
-Negative Racial Traits
Changes
-Some Armor Components now use different images
-Organic Infestations now cause random movement
Bug Fixes
-Heavy Vehicles are now buildable
-Omnipotent Ship Sizes can now move
[ June 03, 2003, 03:01: Message edited by: Lord Kodos ]
Lord Kodos
June 2nd, 2003, 06:38 AM
Space Empires IV Legacy of the Ra'shrakil
Alpha Version 1.2.0
Teaser
Features:
-Quasi Newtonian Propulsion (Hopefully)
-Necromancy
-More Infantry Types
-Omnipotent Components
-Null Space Manipulation Components
-New Standard Components
-Mechanoid Tech Tree(Hopefully)
Lord Kodos
June 3rd, 2003, 04:02 AM
Can I make a long range boarding party?
Oh, and can I get some feedback ^_^
StarBaseSweeper
June 3rd, 2003, 04:12 AM
No you cannot.
Boading is a command only ship can execute (cannot use drone or fighters) and only when 1 square from target.
Lord Kodos
June 3rd, 2003, 04:27 AM
Well I dont mean on a fighter. I meant like make a "laser" or "missile" that lets you board ^_^ but I geuss not. Thanks anyway.
Lord Kodos
June 3rd, 2003, 05:09 AM
The
Change Population - System
Value1 = Population in M that will be added each turn for entire system.
Value2 =
Can it be changed to
Change Population - Planet
Value1 = Population in M that will be added each turn for entire planet.
Value2 =
and still function?
Spoo
June 3rd, 2003, 05:46 AM
I meant like make a "laser" or "missile" that lets you board <font size="2" face="Verdana, Helvetica, sans-serif">Well, an allegience subverter has this effect.
Fyron
June 3rd, 2003, 06:09 AM
You can not make up new abilities. The only valid abilities are in Abilities.txt. Check out SE4 Modding 101 if you haven't already. It has a chapter on abilities now. http://forum.shrapnelgames.com/images/icons/icon12.gif
Lord Kodos
June 3rd, 2003, 06:53 AM
Well its for necromancy. I dont want it to bored automatically, i want the game to take into effect Security, etc etc
Lord Kodos
June 5th, 2003, 11:18 AM
Can i get some feedback? please?
Lord Kodos
June 9th, 2003, 04:24 AM
Version Alpha 1.2.0
Preview Update and Status Report
-Quasi Newtonian Propulsion-Possibly
-Necromancy-Most of it
-More Infantry Types-Yep
-Omnipotent Components-Yes
-Null Space Manipulation Components-Yes
-New Standard Components-Yes
-Mechanoid Tech Tree-No
-Feral Primitives-Yes, at least most of it.
-More components will have different names, and/or graphics
New Features:
Reactors:Ships now require some kind of reactor to move. A reactor carries fuel, but is highly volatile and will explode if struck. Needless to say Reactors replace Supply Storage, and Engines no longer carry any. Please note that Quantum Reactors count as a reactor and still explode.
Lord Kodos
June 10th, 2003, 01:59 AM
I want some feedback on a few issues before i implement them.
Should I make Supply a full fledged resource?
Should I make all Reactors have the Self Destruct power and remove self destruct devices?
Ragnarok
June 10th, 2003, 02:03 AM
Originally posted by Lord Kodos:
I want some feedback on a few issues before i implement them.
Should I make Supply a full fledged resource?
Should I make all Reactors have the Self Destruct power and remove self destruct devices?<font size="2" face="Verdana, Helvetica, sans-serif">What do you mean by making Supply a full fledged resource?
I'm not sure I would make all reactors have the SD power. Maybe after level 2 or 3 start adding the SD ability to them. (Assuming you have different levels of reactors that is.)
Lord Kodos
June 10th, 2003, 03:05 AM
Reactor types corrospond to engine types. So as of now we have:
-Fusion Reactor
-Anti-Matter Reactor
-Photon Reactor
-Quantum Reactor
Ion engines are renamed Fusion Engines. All reactors take up 10(or 20 I dont remember off hand) KT and have 5 KT of HP to represent their volatile nature. Reactors become available when you research the Engine they corrospond to. I also like this because now Engine Targeting Weapons dont disable other stuff that uses supplies.
By making Supplies a resource I mean disabling Quantum Reactors from making endless supply, so that Supplies become like a resource.
Ragnarok
June 10th, 2003, 03:16 AM
Originally posted by Lord Kodos:
Reactor types corrospond to engine types. So as of now we have:
-Fusion Reactor
-Anti-Matter Reactor
-Photon Reactor
-Quantum Reactor
Ion engines are renamed Fusion Engines. All reactors take up 10(or 20 I dont remember off hand) KT and have 5 KT of HP to represent their volatile nature. Reactors become available when you research the Engine they corrospond to. I also like this because now Engine Targeting Weapons dont disable other stuff that uses supplies.
By making Supplies a resource I mean disabling Quantum Reactors from making endless supply, so that Supplies become like a resource.<font size="2" face="Verdana, Helvetica, sans-serif">Oh ok, I understand now. In that case I think making the reactors all have SD capability wouldn't be too bad of an idea. I mean if a ship is being boarded and the Captain knows it, I'm sure he'd be aware enough to use the reactor and blow the ship up so as to not let it fall into enemy hands.
As for Supplies. I think having them as a "resource" in that sense would be a good idea. It certainly adds more to the game by having to resupply and manage your amount of supply. One thing I would do if you did this though, is to make the advanced levels of reactors produce enough supplies to have almost infinate Lasting supplies. And to where only in certain situations will you run out of supplies. (Certain SM componants that use alot of supply if used)
Lord Kodos
June 10th, 2003, 04:07 AM
Removed the Quantum Reactor ability, and added a new Reactor, and engine, type, Plasma Engines. Okay its realy Raw-Energy but Plasma Reactor sounds better then Raw Energy Reactor ^__^
Reactors dont all detonate. I decided it would unbalance too much, and besides, not all captains are willing to kill themselves for their nation.
Im not sure if I mentioned, but heroes have been given the Self-Destruct ability.
Yeah, this is "the" patch to have. When its done it will add a bunch of traits and features.
Ragnarok
June 10th, 2003, 04:54 AM
Originally posted by Lord Kodos:
Yeah, this is "the" patch to have. When its done it will add a bunch of traits and features.<font size="2" face="Verdana, Helvetica, sans-serif">Sounds like a dandy. Once this patch is done I'll download the whole mod so I can see what all has been done. http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit: w00t! My 2100 post! http://forum.shrapnelgames.com/images/icons/icon10.gif
[ June 10, 2003, 03:56: Message edited by: Ragnarok ]
Fyron
June 10th, 2003, 10:19 AM
What is wrong with Ion Engines? They are a very good propulsion mechanism, and should replace chemical rockets for our spacecraft in the next decade or so (assuming they have not already, of course http://forum.shrapnelgames.com/images/icons/icon12.gif ).
oleg
June 10th, 2003, 02:59 PM
But Plasma is just a fully Ionised gas. He can call the same thing either Ion engines or Plasma engines.
geoschmo
June 10th, 2003, 03:08 PM
Originally posted by Imperator Fyron:
What is wrong with Ion Engines? They are a very good propulsion mechanism, and should replace chemical rockets for our spacecraft in the next decade or so (assuming they have not already, of course http://forum.shrapnelgames.com/images/icons/icon12.gif ).<font size="2" face="Verdana, Helvetica, sans-serif">We had one probe so far at least that used an ion engine. Used it to check out an asteroid. It was basically a test bed for checking out the ion engine and some other technologies. A few kinks, but it performed rather well.
Fyron
June 10th, 2003, 09:40 PM
Plasma is super-heated matter, and it is not actually a gas. It is another phase of matter, with some properties similar to gases. http://forum.shrapnelgames.com/images/icons/icon12.gif Ions are not super-heated, so an Ion and a Plasma Engine are not the same thing at all.
[ June 10, 2003, 20:41: Message edited by: Imperator Fyron ]
Lord Kodos
June 11th, 2003, 10:27 PM
ACK! My PC went out again and I am stuck on my mac. But do not fear! Though my work on Alpha 1.2.0 was lost i shall still continue. I will probably release 1.1.1 first for you
Legacy of the Ra'shrakil
Alpha Version 1.1.1
Teaser
Features
-Reactors
-More Infantry Types
-New Generic Components
-Null Space Manipulation
-Nomads
-Scavengers
Changes
-Many Components with new names and/or images
V 1.2.0 is still coming and shall include the stuff i mentioned below. Sorry for the delay, but since i use my PC for Skool, and they lack adequate Virus scans...and so do I...stuff happens...sorry
^_^
Spoo
June 12th, 2003, 07:04 AM
Plasma is super-heated matter, and it is not actually a gas. It is another phase of matter, with some properties similar to gases. Ions are not super-heated, so an Ion and a Plasma Engine are not the same thing at all. <font size="2" face="Verdana, Helvetica, sans-serif">Plasma is a gas that is hot enough to have had its electrons stripped away (although it can still be considered a seperate state of matter). Plasmas consist of ions, but not all ions are a plasma.
IIRC, the ions emitted by an ion engine are super-heated, thus they would be considered a plasma.
Lord Kodos
June 15th, 2003, 09:37 AM
Uhh what exactly does a Quantum Engine run on?
And are Ion Engines and Plasma Engines different?
Revised Engine/Reactor list
Fusion
Ion
Plasma?
Anti-Matter
Photon
Quantum
Raw Energy
Lord Kodos
June 16th, 2003, 04:20 AM
So uhh are Plasma and Ion engines different? What does a Quantum Engine run on? What would some means of organic propulsion be besides Explosive Flatulance...^_^
1.2.0 should also include some of the balance changes namely making nearly all weapons ineffective against planet except specialty weapons, which shall also be weakened, thus making Troops much more important.
Some of the new traits im thinking of adding are:
Scavengers:You can scrap things for a greater percentage of resources returned, your repair and maintanence costs go down, but your construction costs go up.
Automatons:This is the companion to Mechanoids. Your race is one of machines, and as such you can simply build new population.
Vacuum Breathers:Your race requires no atmosphere to survive.
Among some of the more minor changes, Bridges, and Life Support have new names for bases, namely Command Centers and Atmospheric Generators.
Lord Kodos
June 16th, 2003, 11:48 PM
Okay I still need ideas for Organic propulsion.
Also I require some images:
-A starship background for a system, think the Highliners interior, something like that, but as a system image, nothing copyrighted.
-Chaos. I need an image for a system where the laws of physics have ceased. Think something like the Warp from Warhammer 4OK, or think of Hell. I want something evil looking, and of course, Non-Euclidian.
Well thats all for now, 1.1.1. is on its way! W007!
oleg
June 17th, 2003, 01:34 AM
Originally posted by Imperator Fyron:
Plasma is super-heated matter, and it is not actually a gas. It is another phase of matter, with some properties similar to gases. http://forum.shrapnelgames.com/images/icons/icon12.gif Ions are not super-heated, so an Ion and a Plasma Engine are not the same thing at all.<font size="2" face="Verdana, Helvetica, sans-serif">There is such a thing as "cold plasma" - for example inside neon tubes http://forum.shrapnelgames.com/images/icons/icon7.gif
Lord Kodos
June 17th, 2003, 05:41 AM
Good news. If things go well, and I finish my Ra'shrakil, and get/find/make a Legion set in time, and if I get an image for systems in the Void(that chaos/hell thing I mentioned earlier) the next Version may include the first Campaign, the War in Heaven fought aproximately 8 Billion years ago between the forces of the Ra'shrakil and those of the demonic Jonol. For this campaign expect lots of nice, dangerous, omnipotent weapons!
Of course, due to the immense scale of this conflict the Campaign I am including represents only the key battles of The War in Heaven.
In other LR related news, seeing as how 1.2.0 is being rebuilt from the ground up heres the new teaser that reflects what you will get.
Space Empires IV Legacy of the Ra'shrakil
Version: Alpha 1.2.0
Teaser
Features
-The War in Heaven Campaign
-Azlokian, Ra'shrakil, UTE, Pheonix Battlegroup, Taera Republic, and Jonol shipsets
-Reactors
-Elite Infantry
-More Planet Types
-New Standard Components
-Necromancy
-Omnipotence
-Energy Manipulation
-Null Space Manipulation
Changes
-New Images for Several Components
-New Images for Several Events
-New Images for Several Systems
Bug Fixes
-New System Types Now Appear In Game
Several of these things may appear in 1.1.1 if I get the time, otherwise 1.1.1 just adds Elite Infantry, and Reactors.
TerranC
June 17th, 2003, 05:45 AM
Originally posted by Lord Kodos:
Okay I still need ideas for Organic propulsion.<font size="2" face="Verdana, Helvetica, sans-serif">I have one, but it stinks. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
The Canuck
June 17th, 2003, 08:53 PM
what do u mean u need ideas for organic engines? do u mean u need ideas and how it should work for technical info or ideas on how to change the stats of an engine to make it work however u want it to work?
Lord Kodos
June 18th, 2003, 11:15 PM
I mean technical information and names and such. Gamewise they are identical to mechanical engines.
ALso i still need images for:
Systems
-Ship Interior(THink being inside a huge ship, one the size of a system.)
-Void System(the Chaos/Hell/Insanity i mentioned)
-Fluidic System(think like STs fluidic space. A system that instead of being filled with empty space, it is filled with liquid.)
Components
-Zombies
-Skeletons
-Bone Armor
thats it. Once I find a suitable temp shipset for the Jonol Shadow, and get images for Void Systems, I can begine work on LR mods first campaign, the first war of the Lusinon universe, the War in Heaven. Basically in the War in Heaven you play as the omnipotent and rightous Ra'shrakil as you ward off the onslaught of the Darkness(that be the Jonol!). Basically you and the AI both are omnipotent races and you will have a nice huge map with which to wage war over, as well as a slew of mighty weapons with which to devastate the universe!
Although this is a one map campaign, most of the others would be multi-map.
Campaigns use special tech trees. Also, in Campaigns you cannot build heroes but are given them at the start, and should they die, you fail the mission.
Lord Kodos
June 19th, 2003, 04:46 AM
bu-bump
Lord Kodos
June 20th, 2003, 08:47 AM
Im thinking of making Infantry only buildable on the Infantry troop size Any objections?
Also I may make a new trait "Unchecked Mutation" which allows you to build Mutant Infantry. Mutant Infantry are like normal infantry, except you get to pick "mutations" from a list. Some are good, and increase your mutants cost, others are negative, and decrease his cost. Im thinking of doing a similer thing for the technology "Genetic Manipulation".
I am making some new components for the next Version and here are some:
-Reinforced Hull
-Plasma Thrower
-Railgun
-Gravity Generator
-Reverse Gravity Generator
-Gravity Imploder
Obviously im adding Gravity Manipulation as a technology.
Also I intend to add FTL travel eventually, just not sure when. But when I do here are the methods.
-Temporal Drive
-Slipstream Drive
-Reality Distortion Drive
-Overspace Drive
-Null-Space Drive
Basically FTL Drives give you insane movement on the Map, but no movement in combat. Also FTL takes ALOT of supplies, and you need another Engine as these provide only bonus movement, not basic. Im pretty sure this is possible. Right?
ALso the Last 3 FTL are omnipotent only. Obviously FTL travel comes very very high up on the tech tree.
The Canuck
June 23rd, 2003, 03:17 AM
http://forum.shrapnelgames.com/images/icons/shock.gif this looks like its gonna be a great mod, ive got a few ideas for the technical info for organic engines but i need well write it down, one idea is for a jet type engine interms of the way to creates thrust but everything else is different.
also kodos im in kings of chaos aswell and im guessin ur more powerful than i am so need an officer? my character name is Davey Crocket
Lord Kodos
June 23rd, 2003, 06:47 AM
Okay so far, due to laziness, my cousin coming in from florida, and a healthy dose of madness, this is what i have added so far:
-Reactors
-Infantry(they work as i want them to now)
-Slipstream Drive
Currently im doing Null-Space Manipulation, omnipotence, and Necromancy, these will be ready for 1.2.0. Energy wont be ready by 1.2.0 that much I can definately say.
Oh and thanks for the words of praise ^_^
BTW, I STILL need those images! lol.
Lord Kodos
June 24th, 2003, 08:41 AM
Okay update!
-Got ship interior images courtasy of Hugh Manatee
-I still need that Chaos image, several if possible.
Im currently working on Parasitic and Necromantic races.
Lord Kodos
June 28th, 2003, 02:43 PM
Eh. Just figured I would let you in on the information regarding the official release.
When LR mod Version: 1.0.0 comes out I intend to release several Versions. There will be:
-Space Empires IV: Legacy of the Ra'shrakil Lite
Which includes only the data files.
-Space Empires IV: Legacy of the Ra'shrakil
Which includes the standard package
-Space Empires IV: Legacy of the Ra'shrakil Directors Cut
which includes, EVERYTHING plus the extras which are: Racestyles, Planetary Invasion, Galactic Empires, Space Empires the Odyssey, Xenobiological, and Historical data on the Lusinon universe, extra artwork and possibly even cinamatics!
If I could get Shrapnels and MMs permission I would like to actually sell the Directors Cut directly from my upcoming site, on cd for the low cost of 10 dollers with profits going to support the site. Basically its for people like me who want to donate but want at least a little something in return ^__^.
Basically I wanted to bump this thread and give you something. We are still a LONG way from the final release folks. Hell the Alpha, let alone Beta, testing is not even finished yet.
Lord Kodos
July 3rd, 2003, 04:19 PM
Updates.
Zero has agreed to host LR mod, and also is working on the Chaos images. I may have a possible taker for a Jonol shipset as well which means that The War in Heaven campaign may not be too far off.
Out of curiousity, the Combat Movement bonus, can I set this to a negative number, in order to disallow Slipstream Drives from being used in combat? If not I shall probably remove FTL travel.
Psionics have been totally revamped. Psionic Powers, or Components, take up no space on a starship but their costs have been increased.
A new minor trait is Soulless, which renders your crews undetectable by Psionic Scanning. Yes cloaking has also been revamped.
In 1.3.0 I hope to have re-worked orbital bombardment. Now only special weapons can effect planets, and are not as effective as Troops.
Lord Kodos
July 10th, 2003, 08:45 PM
BUMPBUMPBUMP
ZeroAdunn
July 11th, 2003, 11:55 AM
You should also make master computers undetectable by psionic scanning...
Lord Kodos
July 11th, 2003, 06:50 PM
They are ^__^.
Lord Kodos
July 11th, 2003, 07:24 PM
Well, im waiting for a friend to get back to me on whats wrong with one of the Data Files, so while I wait for that ot be fixed, im giving you all new stuff.
Heres some teasers!
Components
-Nova Cannon: The Nova Cannon is an extremely powerfull long range energy cannon capable of destroying weaker vessels in a single shot, and crippling others. Sadly, it takes an extremely long time to recharge between shots.
-Master Computers: These have been totally revamped. They are undectable by Psionic means, but have limited combat capabilites(due to limited response time, predictable actions etc etc). So now MCs are best used on freighters and other non-combat vessels.
-Reinforced Hull: Think SJs buckytube gel thingies.
-Plasma Stream Vent: Think a flamethrower in space.
Also, Heroes now give a combat bonus to any units and ships in the same system, but cost more money to build. Of course in Campaign mode the Heroes are assigned not trained ^_~
Baseships have been renamed Flagships and give a small combat bonus to all ships in the sector. The same thing applies to Organic Queens, Energy Baseships, and Null-Matter Greater Devils.
Also, all ships for each race type has bonuses, well all cept standard. If anyone has a idea for Standard ships bonus, go ahead and tell.
Organic-Ships Repel Boarders
Energy-Some Damage Channeled To Shields
Null Matter-Undetecatble By Long Range Scanners
Of course, the other race types arent ready yet. Organic should be soon though as im getting some help.
Lord Kodos
July 17th, 2003, 12:54 AM
hmm. I come to another snag. Two actually. For Necromancy. Should Bone components cost Minerals or Organics? Which should Bones be classified as?
Also, for Bone Armor...how should I model it? I was thinking either something between dirt cheap light armor, or highly expensive heavy armor. Not sure. Not sure. Not sure. Not sure!!!
Other then that Necromancy comes along nicely.
And about Version 1.2.0... I had sent the bugged Version to Zero and I am awaiting his reply as to what is wrong with it. I will have it available ASAP.
The Canuck
July 17th, 2003, 02:54 AM
maybe u should make 2 types of skeleton armour, heavy and light, make the light just mineral but make the heavy cost both mineral and organic being the the organic part reenforces the bones some how, just an idea
tesco samoa
July 17th, 2003, 03:12 AM
cannot wait to help beta this on pbw... should be fun... kodos..
so when you get to that point
count me in
Suicide Junkie
July 17th, 2003, 04:23 AM
Also, all ships for each race type has bonuses, well all cept standard. If anyone has a idea for Standard<font size="2" face="Verdana, Helvetica, sans-serif">How about a small ~2% combat bonus? Well developed tactics and resourcefulness instead of special abilites.
Lord Kodos
July 18th, 2003, 01:26 AM
Things would get nutz. Flagships(baseships) already give a combat bonus to all ships in the system, as do Heroes. So just whip a few baseships in, with heroes on board, plus the already better warships, and you will never miss.
Lord Kodos
July 19th, 2003, 05:18 AM
If you guys wanna run Alpha Test games, please do, Im eager for feedback.
I, however, will not do any testing besides making sure the game at least loads. Of course once I go beta, Ill get involved, till then, I just want to churn this nonsense out and give you all at least data files to gawk at ^__^
Once I reach 1.10.0 ill go Beta, unless I still dont feel its ready.
Fyron
July 19th, 2003, 10:03 AM
Actually, only the highest of those system-affecting combat bonuses should work at a time. There is no stacking of those sorts of abilities. http://forum.shrapnelgames.com/images/icons/icon12.gif
Lord Kodos
July 19th, 2003, 10:05 AM
So if I put a Hero on a Flagship, would the Heroes system bonus ability stack with the Flagships inherint system bonys ability?
Lord Kodos
July 23rd, 2003, 11:29 PM
BUMPERS. My question still stands. Would those benefits stack? And would these combat benefits stack with ECMs, Phase Matter Shifters(Omnipotent Version of ECM), and Combat Sensors?
Rollo
July 23rd, 2003, 11:33 PM
bonus that comes from components with different family numbers do stack
Rollo
July 23rd, 2003, 11:37 PM
PS: for system wide bonus from components I am not sure. But I assume Fyron is correct and the highest bonus applies.
Best way is always to test and find out yourself http://forum.shrapnelgames.com/images/icons/icon12.gif
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