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November 22nd, 2002, 10:46 PM
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Re: Exodus mod -- suggestions welcome
Yes very nice. Well thought out. Hope you are able to pull it off.
Why the name? Exodus? Just curious.
Geoschmo
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November 22nd, 2002, 11:24 PM
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Re: Exodus mod -- suggestions welcome
Good ideas..
"Let's see, what next. Ah yes, mQNP -- Exodus will use the mQNP model. This means bigger ships will inherently use more space to move a given speed ... but willhave more space left AFTER engines, as the space needed will be a percentage. mQNP has been discussed elswhere in the forum, so I won't go into it at length (again) just now"
Suggestion: is it possible to do *both*? Simulating one engine type being a big, single engine in the back, as opposed to another type with lots of itty bitty engines. Probably not, but it might be worth a shot..
Phoenix-D
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Phoenix-D
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November 22nd, 2002, 11:43 PM
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Second Lieutenant
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Re: Exodus mod -- suggestions welcome
Quote:
Originally posted by Ed Kolis:
Whoa, great ideas - some of the racial traits stuff reminds me of Stars! with its highly specialized races - I'd love to see this mod in action!
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Thanks. The funny thing is, Stars! is hte email 4X game I'd been playing for several years, before getting into SE4. So I suppose similarities might be inevitable.
But even in Stars!, most of the PRT's (Primary Racial Traits) and LRT's (Lesser Racial Traits) only give you extras, rather than completely altering what you have from turn one.
Quote:
Originally posted by geoschmo:
Yes very nice. Well thought out. Hope you are able to pull it off.
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So do I!!
Quote:
Why the name? Exodus? Just curious.
Geoschmo
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Well, originally I'd intended to name it "Phoenix" -- sort of a 'rebirth' concept, since obviously the mod is pretty much a ground-up reworking of the game. But, well ... then folks might've thought Pheonix-D wrote it, and that could prove confusing, so ... I randomly picked a word that "sounded cool" and wasn't, AFAIK, in use as a name hereabouts.
Quote:
Originally posted by Phoenix-D:
Good ideas..
Suggestion: is it possible to do *both*? Simulating one engine type being a big, single engine in the back, as opposed to another type with lots of itty bitty engines. Probably not, but it might be worth a shot..
Phoenix-D
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Well, that'd really only be a visual difference, really. Wether a given "single engien component" is one huge engine pod, or, fifty small nacelles, is really only a conceptual/visual issue. It's the same mass for the same thrust, and the way SE4's repair systemworks, it'd be a disadvantage to use the distributed, multiple-nacelle approach in terms of actual, multiple components (since repair is per-component, not per-kT).
Also that would somewhat defeat the purpose of mQNP ... which is to produce QNP-like movement, with -- especially for the biggest ships -- far fewer mouse clicks. Gone will be the days of putting fourty engines on a ship, just to eke out a speed of one.
[ November 22, 2002, 21:45: Message edited by: Pax ]
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November 23rd, 2002, 12:38 AM
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Re: Exodus mod -- suggestions welcome
I like a lot of the concepts for the mod - but I dislike the number of "religious" traits. Can a species not be religious and still be war mongers?
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November 23rd, 2002, 12:53 AM
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Captain
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Re: Exodus mod -- suggestions welcome
Quote:"+++Miscellaneous+++
-- Huge numbers of mounts for various components and weapons"
Your quite welcome to add/use/mis-use any combination of mounts from my Mount Mod. (As well as my other mod, the 'D-Mod', the best thing IMO from it was the specialized ship classes, the 'Fast destroyer', 'Scout Ship' etc and the 'Mercinary Tech', quite fond of that).
Sounds like it will be a quite impressive mod. Quite looking forward too it. 
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November 23rd, 2002, 01:19 AM
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Second Lieutenant
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Re: Exodus mod -- suggestions welcome
Quote:
Originally posted by Captain Kwok:
I like a lot of the concepts for the mod - but I dislike the number of "religious" traits. Can a species not be religious and still be war mongers?
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Well, of course.
Warmonger is a strategy,a chosen course of action.
However, a warmonger race which is also comprised of bloodthirsty religious ZEALOTS ... has a few advantages over the garden-variety warmonger.
Essentially, the Religious (war) trait means a race has an active religion centered around combat, warfare, and deities dedicated to the same. Take the combat benefits of the stock-SE4 Religious racial technology ... all the benefits that applied directly to combat will be here. It'll cost slightly less in Exodus than in stock SE4, because it won't get the full range of benefits stock Religious races get.
But it will have the equivalent of a War and/or Death shrine, and the talisman, and probably a few other benefits (religious-modified armor is an option, perhaps).
I split them because -- for ME -- I would nearly take Religious for the Nature shrine alone. In Exodus, I need only take Religious (Life) to gain that benefit. Why pay for religious components and facilities I won't use?
And folks would always be free to take ALL the religious traits if they want; there'll be multi-Religious crossovers, and possibly a few toys that only those with ALL the Religious traits will get.
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Download the Small Ships mod, v0.1b Beta 2.
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November 23rd, 2002, 02:28 AM
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National Security Advisor
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Re: Exodus mod -- suggestions welcome
"It's the same mass for the same thrust, and the way SE4's repair systemworks, it'd be a disadvantage to use the distributed, multiple-nacelle approach in terms of actual, multiple components (since repair is per-component, not per-kT)."
The only difference- besides repair and number of mouse clicks- is damage. The little engines will loose bits more quickly, but obviously less of a drop than loosing one huge engine. Should be interesting seeing how you handle engine-killers regardless.
Phoenix-D
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Phoenix-D
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- Digger
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