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				November 21st, 2006, 04:33 PM
			
			
			
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				 GG Beta comments 
 Buttons: interesting, but the red X throws me.    
Race design: can you actually get away with not selecting SpaceFaring Race? If not I'd ax it and the (Planet Type) atmosphere settings, as its possible to get the same effect without a racial trait. And unlike SE4 GG mod you can't pick two colony types, just not enough points t go around.
 
Main screen- what's with the yellow hexes?
 
Vehicle design- spaces in the names, please.    One of the patches fixed the problem you had with them.
 
What are the yellow boxes? The letter codes for the ship boxes seems to have vanished, and no component uses them..
 
"This game thinks 100 + 5 - 5 + 100 == 0 is False" Uhh..ok?
 
Some of the component names are long, and the game sizes them down, making them hard to read.
 
What's the point of the combat map changes?
 
Damage Types- Internal is Internal and Armor is Armor, and never the twain shall meet. In other words, you can't have armor-piercing weapons with your current armor system. I think you noticed that already, since all the weapons use Normal damage..
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				November 21st, 2006, 06:33 PM
			
			
			
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 Major General |  | 
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				 Re: GG Beta comments 
 GG ? |  
	
		
	
	
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				November 21st, 2006, 07:02 PM
			
			
			
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				 Re: GG Beta comments 
 
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				Phoenix-D
 
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation. 
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				November 21st, 2006, 10:06 PM
			
			
			
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 General |  | 
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				 Re: GG Beta comments 
 So who's up for a shakedown game?  
				__________________The Ed draws near! What dost thou deaux?
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				November 22nd, 2006, 03:00 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: GG Beta comments 
 PD: 
The red X vs green Checkmark is used on the checkboxes.  Yes and no, respectively.
 
If I come across a good way to do without, I'll remove them...
 
The yellow boxes will be for the Leaky Shields, once implemented.
 
That's an ancient bugtest... Oddly enough it isn't actually a requirement anymore, so I don't know why it would show up... time for another bug report I guess    
Names could use a bit more conciseness, I suppose.  More tidying up to do for next version.
 
The polar grid background just looks cool, IMO     You can always just delete the UI bmp to default back to normal.
 
Lack of piercing is just fine.  The combat system is based on CBmod, where there wasn't armor-skipping either.  Although sufficiently focussed firepower does penetrate, since the armor is directional.
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				November 26th, 2006, 02:32 AM
			
			
			
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				 Re: GG Beta comments 
 The mod is interesting, although I've always thought the 600 Rad cost on plasma and lasers made them rather worthless. I also can't figure out the tech tree. Received a bunch of levels in laser tech but it only improved the 20 mm version. |  
	
		
	
	
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				November 26th, 2006, 09:18 AM
			
			
			
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				 Re: GG Beta comments 
 The rads cost is the price you pay for not requiring ordnance.
 DUCs, Torpedoes and especially missiles really suck down the ammo.  By contrast, plasma and lasers can keep firing forever.
 
 Re: Laser Tech.
 Found the problem; just a copy/paste error in components.txt
 See the attachment for an updated file.
 
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				November 27th, 2006, 02:58 AM
			
			
			
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				 Re: GG Beta comments 
 Ah, cool. So is it good advice to general on weapons and have a few different ones or should one choose a weapon type and research only that type? |  
	
		
	
	
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				November 27th, 2006, 03:15 AM
			
			
			
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				 Re: GG Beta comments 
 Well, you do get diminishing returns from research, and each weapon has its own good uses. 
I suggest dividing your weapons research according to how much you use each weapon in practice, with a modifier for how you plan to use them in the future.
 
Plasma and Lasers are good offensive weapons, since you can keep fighting deep in enemy space without needing reloads. 
DUC and Torpedoes are good defensive weapons, since they have more firepower/range and if you're sitting at home, you can rearm easily. 
Missiles, well, they're even more so. Use missiles in overwhelming volume with spreadfire strategies to saturate the defenses of a large enemy fleet.  Then send the ships home to drain your homeworld's stockpiles dry.    
Given the horrifying rate at which missile and, to a lesser degree, torpedo ships drain ammo, I like to build them on smaller hulls with a 40mm Plasma Cannon. 
That way, they can unload on the enemy from max range, and will then do a suicide run on any remaining enemy forces. 
They absorb fire that would otherwise go towards ships of the line, and they dispose of themselves so that I don't have to send them home for reloading.  (With the small hulls, I can just build more and this saves on maintenance too) 
I suppose it also saves me the trouble of doing retrofits, to boot!  All the new ships end up with the latest tech; cannon fodder tends to be more advanced than the dreadnoughts. 
Three or four birds with that stone.  
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				November 27th, 2006, 07:31 PM
			
			
			
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				 Re: GG Beta comments 
 Hmm. I'll have to try that out. Thanks!   |  
	
		
	
	
	
	
	
	
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