|
|
|
|
 |

November 12th, 2003, 04:50 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Sweet Mod 2.1
Something seems to be wrong with your URL tag, Tesco - I think it has to be lowercase. Either that or take away the space after the filename...
(And you'd HAVE to use a RAAAAR archive, wouldn't you, Domokun fanboy  )
__________________
The Ed draws near! What dost thou deaux?
|

November 12th, 2003, 05:09 AM
|
 |
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Sweet Mod 2.1
DUDE!!!....SWEET!!! (um, sorry, couldn't resist  )
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|

November 12th, 2003, 06:21 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Sweet Mod 2.1
Just looking at the data files...
What's the use of the Armor Plating component when there's a mount that does the same thing? (Or vice versa  )
The Solar Sail is WAY too powerful, especially with the QNP... a 20kT component that gives you two to six *bonus* movement???  On larger ships it would take hundreds of kT of engines to get that much movement!
I see you used my "planet type natives" from the Colony Tech Mod... but you seem to have left out the 500kT Ark Ship (tech level 3 of ship construction) , a larger Version of the Colony Ship designed to carry the non-native modules or serve as a colony ship with extra space for components.
The 50% maintenance reduction on bases is missing its description...
Weapons with a modifier to hit really ought to have some sort of fake ability or something in their description saying so, especially since you tweaked the PD to-hit chances 
__________________
The Ed draws near! What dost thou deaux?
|

November 12th, 2003, 01:20 PM
|
 |
First Lieutenant
|
|
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Sweet Mod 2.1
Glancing at the comp enhancement file I noticed that none of the shield mounts actually have any effect on the amount of shielding produced.
Am I missing something here? 
__________________
This is the 21st century, right? Then where the hell is my flying car?
|

November 12th, 2003, 01:59 PM
|
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Sweet Mod 2.1
Quote:
|
The Solar Sail is WAY too powerful, especially with the QNP... a 20kT component that gives you two to six *bonus* movement??? On larger ships it would take hundreds of kT of engines to get that much movement!
|
Agreed. Will cut that in half
Quote:
|
What's the use of the Armor Plating component when there's a mount that does the same thing? (Or vice versa )
|
The plating component is out of lazyness to fill in extra slots for normal armor... The mount needs to be researched and works on all armor.... But I see your point....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

November 13th, 2003, 02:03 AM
|
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Sweet Mod 2.1
Quote:
|
I see you used my "planet type natives" from the Colony Tech Mod... but you seem to have left out the 500kT Ark Ship (tech level 3 of ship construction) , a larger Version of the Colony Ship designed to carry the non-native modules or serve as a colony ship with extra space for components.
|
Yea I did. Do you think it would be a good fit to the game ???
Quote:
|
The 50% maintenance reduction on bases is missing its description...
|
Added
Quote:
|
Weapons with a modifier to hit really ought to have some sort of fake ability or something in their description saying so, especially since you tweaked the PD to-hit chances
|
Good Idea Ed. I will add that for 2.0.1
Quote:
|
Glancing at the comp enhancement file I noticed that none of the shield mounts actually have any effect on the amount of shielding produced.
|
Nod i will look into that
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

November 13th, 2003, 02:49 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Sweet Mod 2.1
Quote:
Originally posted by tesco samoa:
Yea I did. Do you think it would be a good fit to the game ???
|
If you mean the specialized colony techs, don't ask me, I came up with the idea and I can't give you a fair and unbiased opinion! If you mean the ark ships, I guess they really aren't necessary since by the time you get a second colony tech you'll probably have cruisers anyway... but still, it's nice to have all your colony ships LOOK like colony ships, it's hard enough managing them already in a large empire
edit: oh yeah... since emissive ability doesn't work for units, the Small Emissive Armor is useless - it has less HP/kT than regular armor and costs more, too!
[ November 13, 2003, 00:52: Message edited by: Ed Kolis ]
__________________
The Ed draws near! What dost thou deaux?
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|