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February 6th, 2001, 10:26 PM
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Corporal
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Join Date: Jan 2001
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Re: Pacifist / paralysing mines
IMX, your shields are at full strength for each mine hit. I *believe* you also get all your OA regenerated (haven't been organic in awhile). But it is certainly true that any extra damage (damage from a single mine that does not kill a component) is lost between mine hits.
So, if you had 155 shields and a single piece of stealth armor (150 damage resistance), you can get hit by unlimited 300 damage mines (only 145 gets through, which can't kill your armor).
On the plus side, Crystalline Armor gives you no special protection against mines. Since its ability only effects the second and subsequent hits in combat, it acts as just plain 150 damage resistant armor against mines.
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-Zan
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February 6th, 2001, 11:11 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Pacifist / paralysing mines
quote: Originally posted by Zanthis:
IMX, your shields are at full strength for each mine hit. I *believe* you also get all your OA regenerated (haven't been organic in awhile). But it is certainly true that any extra damage (damage from a single mine that does not kill a component) is lost between mine hits.
So, if you had 155 shields and a single piece of stealth armor (150 damage resistance), you can get hit by unlimited 300 damage mines (only 145 gets through, which can't kill your armor).
On the plus side, Crystalline Armor gives you no special protection against mines. Since its ability only effects the second and subsequent hits in combat, it acts as just plain 150 damage resistant armor against mines.
If that was true then you could sweep an entire minefield of small mines with lvl 3 warheads (600 damage each) with just 1 destroyer that is equipped with 2 lvl 5 shields (600 damage resistance). That IMX is not the case.
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February 7th, 2001, 01:31 AM
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Corporal
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Join Date: Jan 2001
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Re: Pacifist / paralysing mines
Well, I haven't hit very many large minefields, since I play against the computer. Guess I'll just have to test out minefields next  .
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-Zan
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February 7th, 2001, 09:48 PM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
I found this line of modding interesting, since way early in the beta testing I put in a request to have "special" mines based on various tech tree weapons.
To wit, I just tried it. I creatd an allegance subverter warhead. Here are the data lines:
Name := Allegiance SubVersion Warhead I
Description := Warhead containing a psychically charged explosive which mentally conquers the crew of a ship (no damaged upon failure). Triggered by contact with a ship.
Pic Num := 183
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 500
Cost Organics := 0
Cost Radioactives := 100
Vehicle Type := Mine
Supply Amount Used := 5
Restrictions := None
General Group := Weapons
Family := 2026
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Explosive Warheads
Tech Level Req 1 := 1
Tech Area Req 1 := Psychic Weapons
Tech Level Req 1 := 4
Number of Abilities := 0
Weapon Type := Warhead
Weapon Target := Ships
Weapon Damage At Rng := 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Crew ConVersion
Weapon Reload Rate := 0
Weapon Display Type := Torp
Weapon Display := 30
Weapon Modifier := 0
Weapon Sound := neutbomb.wav
Weapon Family := 24
Now, while I haven't tested it in battle, it at least *appears* when I have researched the appropriate tech levels. Now for the "but".
But, when I design a mine, there is NO EXPLOSIVE WARHEAD available! Only the allegance converter warhead.
Someone please tell me what I did wrong while I go sew these things around...
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John
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February 7th, 2001, 11:04 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Pacifist / paralysing mines
Lerchey, you need to put new warhead in their own 'Family' and 'Weapon Family' group. You are using the one for the explosive warheads and that may cause the problem.
[This message has been edited by Daynarr (edited 07 February 2001).]
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February 7th, 2001, 11:57 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Pacifist / paralysing mines
If you click off the only latest button you will see the explosive warheads. You created the alegience subverter at the top of the tech tree for explosive warheads so its assumed to be just the latest explosive warhead.
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February 8th, 2001, 12:10 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Pacifist / paralysing mines
quote: Originally posted by Lerchey:
I found this line of modding interesting, since way early in the beta testing I put in a request to have "special" mines based on various tech tree weapons.
To wit, I just tried it. I creatd an allegance subverter warhead. Here are the data lines:
thats really cool. anyone know if this works? i cant try it right now, but i am anxious to know before tonight. you probably cant make a weapon that has the random event power of teleporting your ship to a random spot in the quadrant, but that would also be a cool mine ability. it would also be useful on friendly ships: "Engage the infinite probability drive!"
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