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  #1  
Old February 10th, 2005, 04:39 PM
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Default Re: Capship Mod

Thank u... PowerArchiver wouldn't store the directory paths... grrr (I place the mod files directly in the source directories. Stupid, I know, but I do it. I've got six or seven or so FULL INSTALLMENTS of SEIV now (among which are P&N and Proportions). Only one was actually installed, but the rest... simply copied from the basic template.)
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Old February 10th, 2005, 04:50 PM
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Default Re: Capship Mod

30 years to build one ship......hmmmm YIKES!
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Old February 12th, 2005, 03:19 PM
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Default Re: Capship Mod

Oh and... is it possible for weapons to have multiple damage types? Like, for an Orbital Thermonuclear Scatterpack ("The Evil Ruler's Best Friend." as taken from the sales folder of the Intergalactic Evil Supermarket, 2413.5 (Intergalactic Evil Supermarket is registered trademark of EvilEmporium, Inc.(EvilEmporium, Inc. is a registered trademark of the Microsoft Corporation.))) you could have normal AND conditions damage type, AND perhaps also a Plague (i.e. radiation sickness). Is that possible?
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Old February 12th, 2005, 01:49 PM
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Default Re: Capship Mod

but why do ALL facilities generate shields AND regenerate them at the same rate? This way, glassing a homeworld will be IMPOSSIBLE...
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Old February 12th, 2005, 02:45 PM
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Default Re: Capship Mod

Shield regen and shields-from-damage don't work on planets.

PS:
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Old February 13th, 2005, 06:15 PM
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Default Re: Capship Mod

OK, so I'll split it up.
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Old February 13th, 2005, 08:02 PM
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Default Re: Capship Mod

Something to bear in mind about a leaky armor system, any armor skipping weapons get devalued because they have nothing to skip. However, on the other hand, armor skipping weapons can make a leaky shield system useless because they wind up skipping the shields.
Just a couple points you should know.
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