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  #11  
Old October 22nd, 2007, 11:16 PM
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Default Re: A question about Q-Ships

The increased speed was a reflection of improved engines, to better serve as a raider.

The cloaking suggestion you made was a good one, though I'm curious as to how to go about it. Any suggestions?
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  #12  
Old October 23rd, 2007, 12:33 AM
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Default Re: A question about Q-Ships

All you have to do is add the cloaking abilities to the hull entry in VehicleSizes.txt. You could even cut and paste them from one of the mines.
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  #13  
Old October 23rd, 2007, 01:23 AM
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Default Re: A question about Q-Ships

Is this more along the lines of what you were suggesting?

Name := Small Q-Ship
Short Name := Small Q-Ship
Description := A transport ship outfitted as a commerce raider or armed transport. A transport ship outfitted as a commerce raider or armed transport.
Code := SQ
Primary Bitmap Name := TransportSmall
Alternate Bitmap Name := TransportSmall
Vehicle Type := Ship
Tonnage := 300
Cost Minerals := 250
Cost Organics := 100
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 3 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 20

Name := Medium Q-Ship
Short Name := Medium Q-Ship
Description := A transport ship outfitted as a commerce raider or armed transport.
Code := MQ
Primary Bitmap Name := TransportMedium
Alternate Bitmap Name := TransportMedium
Vehicle Type := Ship
Tonnage := 600
Cost Minerals := 400
Cost Organics := 200
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 4
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 3 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 30

Name := Large Q-Ship
Short Name := Large Q-Ship
Description := A transport ship outfitted as a commerce raider or armed transport.
Code := LQ
Primary Bitmap Name := TransportLarge
Alternate Bitmap Name := TransportLarge
Vehicle Type := Ship
Tonnage := 900
Cost Minerals := 550
Cost Organics := 300
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 6
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 3 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 3
Requirement Min Crew Quarters := 3
Requirement Uses Engines := True
Requirement Max Engines := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 40
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  #14  
Old October 31st, 2007, 02:17 PM
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Default Re: A question about Q-Ships

I think he suggested cloacking level 1 instead of 3, so, with the use of components, you eventually can reach cloack level 4...
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  #15  
Old November 2nd, 2007, 01:08 AM
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Default Re: A question about Q-Ships

Perfect. How do they play in the game?
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  #16  
Old November 2nd, 2007, 08:55 PM
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Default Re: A question about Q-Ships

And almost as important--how do they look? They should look like mass-produced freighters. They should be functional-looking, but also cool-looking.
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  #17  
Old November 3rd, 2007, 07:03 AM
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Default Re: A question about Q-Ships

They look the same as a normal transport, of course. That's the whole point.
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  #18  
Old November 6th, 2007, 02:56 PM
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Default Re: A question about Q-Ships

They function quite well, though they do look like any other transport.

The purpose of the Level 3 cloaking ability is to completely confound an enemy about it's true nature.
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