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  #1  
Old November 8th, 2002, 07:43 PM
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Default Re: P&N for v1.78?

SJ, will there ever be anything that can be built from "Rube Goldberg Designs" or is it just to make sure players don't *always* get anything useable from a tech stash?
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  #2  
Old November 9th, 2002, 12:12 AM
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Default Re: P&N for v1.78?

Dumbluck: Thanks for the suggestions!
Done, Done, and Done

There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them

SJ's ToDo list for P&N PBW:
- add no-ai files
X add TDM formations
X add super popmodifiers file
X adjust prices for characteristics. (Be sure to look closely at the most common, and most ignored ones )
X fix minor image/sound bugs.
X disallow unit mounts on DU autocannons.
X recheck weapons for unit mounting and clean up availability list.
- Change Allegiance Subverter into anti-boarding-defense Mental Shredder.
- Change Talisman into a vehicle mount.
- Add drones to Pirate races.
- Add seekers to fighters
X Repair small gravitic drive MP/kt settings.
- Change supply storage tech requirements to require resupply tech. Rename resupply tech to supply storage tech.
X Extend unit shield mounts to cover mini-shield generators.
X large drives!
X Scale up solar sails 10x, and add more levels.
- ruins & racial crossovers
X small racial armors.
X add more levels of shield regenerators (up to 2x rate at maxtech)
X tweak mini-regenerators to match the full size regens.
X add more levels of solar collector tech.
- Adjust prices & supply use of weapons.
- Adjust facility costs to reflect labour.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Major training facilities are spaceborne.
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.

[ November 09, 2002, 16:30: Message edited by: Suicide Junkie ]
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  #3  
Old November 9th, 2002, 06:33 AM

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Default Re: P&N for v1.78?

Man, this is sounding like sooooo much fun!

Can we assume that you're using your old PBW population modifiers?
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  #4  
Old November 9th, 2002, 08:31 PM
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Default Re: P&N for v1.78?

SJ's ToDo list for P&N PBW:
- add no-ai files
X add TDM formations
X add super popmodifiers file
X adjust prices for characteristics. (Be sure to look closely at the most common, and most ignored ones )
X fix minor image/sound bugs.
X disallow unit mounts on DU autocannons.
X recheck weapons for unit mounting and clean up availability list.
- Change Allegiance Subverter into anti-boarding-defense Mental Shredder.
- Change Talisman into a vehicle mount.
- Add SpaceYard Expansion projects.
- Convert to limited supplies mode.
- Add drones to Pirate races.
- Add seekers to fighters
X Repair small gravitic drive MP/kt settings.
- Change supply storage tech requirements to require resupply tech. Rename resupply tech to supply storage tech.
X Extend unit shield mounts to cover mini-shield generators.
X large drives!
X Scale up solar sails 10x, and add more levels.
- ruins & racial crossovers
X small racial armors.
X add more levels of shield regenerators (up to 2x rate at maxtech)
X tweak mini-regenerators to match the full size regens.
X add more levels of solar collector tech.
- Adjust prices & supply use of weapons.
X Adjust facility costs to reflect labour.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Major training facilities are spaceborne.
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.

[ November 09, 2002, 19:23: Message edited by: Suicide Junkie ]
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  #5  
Old November 11th, 2002, 06:00 AM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Suicide Junkie:
There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them
How about the High Energy Minimizer - instead of increasing the power of a weak beam like the High Energy Magnifier, it decreases the power of a strong beam into something completely useless! "By means of multiply redundant electrical resistors and nineteen successive stages of 50% entropic-loss matter-to-energy conVersions, a fairly powerful energy beam is converted into a tiny pellet projected from a popgun not even strong enough to stun a mouse."

(BTW, why'd you post the same list of features twice? Did you complete a few and put X's by them? Didn't notice any differences at first glance...)
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  #6  
Old November 11th, 2002, 03:19 PM
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Default Re: P&N for v1.78?

I've been completing some, and adding others
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  #7  
Old November 11th, 2002, 03:47 PM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Suicide Junkie:
There's nothing currently planned for RGD tech. If you have some appropriate suggestions, I would be willing to add them
Here's one (note the Family Number and Pic Number are both left blank); if someone could put together a creditable Rube Goldberg looking component picture, it'd be absolutely hilarious (and I dunno, this thing MIGHT even be marginally useful in some situations ...):

code:
Name                  := Goldberg Combat System
Description := Multipurpose combat system, which "does it all, and then some" ...
Pic Num :=
Tonnage Space Taken := 40
Tonnage Structure := 20
Cost Minerals := 500
Cost Organics := 500
Cost Radioactives := 500
Vehicle Type := Ship\Base
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family :=
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Rube Goldberg Designs
Tech Level Req 1 := 1
Number of Abilities := 7
Ability 1 Type := Long Range Scanner
Ability 1 Descr := Scans shisp 1 sector away.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Phased Shield Generation
Ability 2 Descr := Phased Shielding
Ability 2 Val 1 := 25
Ability 2 Val 2 := 0
Ability 3 Type := Lay Mines
Ability 3 Descr := Can deploy mines.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 1
Ability 4 Type := Combat To Hit Offense Plus
Ability 4 Descr := Increases overall accuracy.
Ability 4 Val 1 := 1
Ability 4 Val 2 := 0
Ability 5 Type := Combat Modifier Defense Plus
Ability 5 Descr := Jams enemy targetting sensors.
Ability 5 Val 1 := 1
Ability 5 Val 2 := 0
Ability 6 Type := Shield Regeneration
Ability 6 Descr := Replenishes shields.
Ability 6 Val 1 := 5
Ability 6 Val 2 := 0
Ability 7 Type := Solar Supply Generation
Ability 7 Descr := Generates energy from solar winds
Ability 7 Val 1 := 10
Ability 7 Val 2 := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng := 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5
Weapon Damage Type := Skips All Shields
Weapon Reload Rate := 4
Weapon Display Type := Torp
Weapon Display := 18
Weapon Modifier := 0
Weapon Sound := radbomb.wav
Weapon Family := 15

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