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  #1  
Old June 28th, 2003, 10:51 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

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The Targeting computer is too powerful, IMO. 50 units at a time? I realize fighters play a much greater role in this mod but still... that should be something to work for, because that's a powerful ability especially on the Rebel side where you can have 50+ weapons on each battlecruiser....
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The idea was that in sw weapons are not shot from the bridge, each weapon emplacement is manned by an individual gunner, or team of gunners and can target independently from any centralized system, often only recieving general orders from the command crew. Perhaps this ability should be moved to be built-in the hulls.
Ah... good point. Makes sense. Then perhaps it could be called 'Centralized Fire Control System' or something like that...

Steve
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Old June 30th, 2003, 01:28 AM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

I've got well into a game with the new fix and discovered a weapon thats' off, at least I think so

Anti-Orbital Ion Cannons have target Security Stations only, is that what its supposed to be?
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Old June 29th, 2003, 04:38 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

There is no damage type that matches how ion cannons are supposed to work.
That was the better way to simulate Ion cannons when we first introduced them.
Give bridges and life support a small boarding defense ability so they are targeted by an only ss damage type. When those components are destroyed the ship is supposed to be 'disabled' but with minimun damage.
Now with some changes in the hardcoded rules of the game, perhaps the boarding defense ability should be moved to the supply holding components (that is reactors, SE4 engines, sup. storage)
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Old June 29th, 2003, 08:29 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

about the scaling mountss:

i like the idea, but the AI doesn't use them at all... puts quite a crimp on the AI when they can't even colonize...

is there anyway to get the AI to use these kind of mounts?
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Old June 29th, 2003, 09:13 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

AI will use the Last mount in the list that is available to be used on any component. So, it would appear that some reordering may be necessary.
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Old June 29th, 2003, 10:42 PM

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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

hmmm.. it isn't the scaling mounts that are screwing the AI.. its the reactors... doesn't use em.. therefor no supply... and their ships go nowhere.... at least their colony/cargo ships dont... warships do...

the AI's have quantum reactors as the first misc ability listed in there designcreations...

looks like this should be supply storage... or Solar Supply Generation, as there are no quantum reactors for the SW sides...

[ June 29, 2003, 22:23: Message edited by: openair ]
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Old June 29th, 2003, 11:29 PM
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Default Re: Star Wars Mod - II (Sci-Fi Xover Mod)

Hello Texas Hawk, welcome to the forums. Your experience playing the Empire is similar to mine (although I haven't moved into the middle game yet). Just a clarification - if the fire control system is spread out between the gunnery stations then it is a distributed fire control system, not a centralized one.

The superlaser comment was mine BTW, not Fyron's.

Andres : I'd say that destroying supply-holding components is a better way to simulate ion cannon damage because it will completely disable its target.

See you all later, I want to get another War for the Stars entry done today (yes, this is a plug).
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