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April 8th, 2004, 01:34 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New SJ mod
In the vs self game I played for a bit, the battles were very back and forth.
Both sides started one jump from each other, and the fleets of ships would end up dying in huge numbers at the warppoint. First one side would push through and win, crippling most of the enemy. Then the other side would retreat the damaged ships and push back with a fresh fleet.
The original side would be damaged and low on supplies, and take heavy damage. Then they would retreat to make room for the next wave.
Out of the 50 ships involved for each assault, no more than about 3 to 5 would actually die in the 90 rounds of combat.
Most of the ship deaths were from 0-move ships that got stuck in the kill zone for multiple battles.
Plenty of assault fleets would get past the battlezone to drop more troops everywhere, and the low-tech ground combat dragged on with rioting.
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I've made a bunch of bugfixes, and added some big city facilities for starting out on your homeworld.
Resource income has been dropped for a more reasonable fleet size. The homeworld should be able to support about 20 warships.
I've also decided to allow a repair facility. It is an extension of the Resupply Depot available at repair level 3.
Most of your repairs will still be done by drones, but if you have a low-value planet to burn, you can get 1 repair per facility slot per turn.
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I'll be rearranging a few techs once this beta game is over too...
I need to fix the wierd mix of techs you get for each level of physics. (Chemical weapons... and shields at the same time?)
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April 8th, 2004, 01:50 AM
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First Lieutenant
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Location: California
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Re: New SJ mod
Quote:
Any reason the Science Lab component require unreachable levels of Applied Research tech?
I was working on them, but couldn't get them to work. So I pulled them out for now.
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These should work as advertised (mostly), what problem were you having?
[ April 08, 2004, 00:51: Message edited by: spoon ]
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April 8th, 2004, 05:17 PM
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Shrapnel Fanatic
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Re: New SJ mod
Quote:
Originally posted by spoon:
quote:
Any reason the Science Lab component require unreachable levels of Applied Research tech?
I was working on them, but couldn't get them to work. So I pulled them out for now.
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These should work as advertised (mostly), what problem were you having? I couldn't see the research points actually getting used.
I just gave it another shot, but I'm not getting anything. Its probably some silly little typo, but I can't see what it is.
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April 8th, 2004, 05:38 PM
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First Lieutenant
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Re: New SJ mod
When you test it, be sure to check the Research Points Available field up at the top of the main Research Screen (F8). For whatever reason, the points don't show up on the Score screen. Ditto with the Intel Generation components (well, they show up on the main Intel screen...). The resource generation components (mins, rads, and orgs) don't show up anywhere, but they are being generated nonetheless...
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April 9th, 2004, 06:18 PM
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Shrapnel Fanatic
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Re: New SJ mod
Fyron helped me get this one.
It was a typo in the ability name.
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April 28th, 2004, 08:31 PM
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Shrapnel Fanatic
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Re: New SJ mod
A much improved Version now available:
http://imagemodserver.mine.nu/other/...ods/SJmodBeta/
The betadist.zip is the newest, and now includes mines.
Just need to grid tech the weapons, and playtest more
[ April 28, 2004, 22:12: Message edited by: Suicide Junkie ]
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May 24th, 2004, 04:19 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: New SJ mod
Well, the map analyser is taking longer than I'd hoped.
I think I'll just go with a simple SE3 style weapons for now, get the popmodifiers out and clean up a bit before posting it to PBW for some real playing without me having to process every turn.
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