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  #1  
Old August 1st, 2003, 05:19 AM
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Default Re: Small Ships Mod discussion

I might be interested in joining this game, what are the basic changes made in the data files and to accomplish what?

...and yes, I'm sure I could dig this info up somewhere but I'm going to sleep now and hope to have an answer to read for breakfast.
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Old August 1st, 2003, 07:05 PM
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Default Re: Small Ships Mod discussion

Quote:
Originally posted by Captain Kwok:
I might be interested in joining this game, what are the basic changes made in the data files and to accomplish what?
This isn't a game, per se; it's a new mod, one that's a spinoff form the idea that spawned the "Attack of the Ankle-Biters" thread.

The changes, so far, are mainly to limit ships to the smaller end of the scale, play with engines-per-move a bit (so that some later hulls are SMALLER, but in return inherently FASTER, than their predecessors), and try out osme of the less-radical changes for weapons which were discussed in the Stock Balance thread.

Not all changes to weapons are properly documented in the data files at present (I believe I forgot to STATE that the Graviton Hellbore skips armor, for example), and I am working on a new Beta 3 Version, complete with a readme documenting the changes (at least in summary format); I hope to have that Version ready for release by the end of this weekend.
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Old August 2nd, 2003, 05:10 AM
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Default Re: Small Ships Mod discussion

Regardless of what type of planet I start out on, the game keeps giving me Gas Giant Colonization Tech - do you think Aaron hardcoded something to look for Col Tech in Applied Sciences?
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Old August 2nd, 2003, 05:20 AM
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Default Re: Small Ships Mod discussion

Quote:
Originally posted by atari_eric:
Regardless of what type of planet I start out on, the game keeps giving me Gas Giant Colonization Tech - do you think Aaron hardcoded something to look for Col Tech in Applied Sciences?
Hmm. That is odd (and thank you for trying lots of things out -- that one I'd've not found myself, for quite a while -- I almost always PLAY gas giant races).

I'll do some testing tomorrow (got to get some sleep soonish), and try and figure that one out.
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Old August 2nd, 2003, 05:21 AM
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Default Re: Small Ships Mod discussion

No. It gives you the technology necessary to be able to build the Last colony module appropriate to your race that is in the components file. If you place multi-type colony modules (such as Gas + Rock) after the normal ones, you will get those instead. But if they are placed before the normal ones, the AI will never be able to use them.
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Old August 2nd, 2003, 05:47 AM
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Default Re: Small Ships Mod discussion

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Originally posted by Imperator Fyron:
No. It gives you the technology necessary to be able to build the Last colony module appropriate to your race that is in the components file. If you place multi-type colony modules (such as Gas + Rock) after the normal ones, you will get those instead. But if they are placed before the normal ones, the AI will never be able to use them.
Hmm. THAT sucks; it means I'll have to choose between the multi-colony module and humans-only play. Damn.
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Old August 2nd, 2003, 05:48 AM
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Default Re: Small Ships Mod discussion

You could try adding some dummy abilities and have the AIs call for those instead of colony modules. There are plenty of them available.
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