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				April 10th, 2005, 06:35 AM
			
			
			
		  
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				Major General 
				
				
				
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		Impossible... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				April 10th, 2005, 01:34 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		Impossible in SEIV, unfortunately due to hard coding.  I shudder to think what a TDM race with high difficulty and bonus would do to me.  But SEIII had it and we are told that SEV AI will also protect warp points.  I can't wait to get killed by the SEV AI. 
		
	
		
		
		
		
		
		
			
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				April 10th, 2005, 02:30 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		The hardest part of a megamod will be finding balance. 
Good luck, and be sure to not fall into the trap of "oooh shiney ubertech!" 
		
	
		
		
		
		
		
		
			
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				April 10th, 2005, 05:39 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		Ubertech is fun if balanced correctly... 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 10th, 2005, 05:57 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		If you want to spend the time on it, I say go for it and good luck.  Feel free to use what you need from the STM so long as you include credit where credit is do.    
		
	
		
		
		
		
		
		
			
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				April 10th, 2005, 06:24 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		
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				NullAshton said: 
Ubertech is fun if balanced correctly...  
			
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 ...but if it's balanced correctly, it isn't ubertech...  
		
	
		
		
		
		
		
		
			
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Download the  Nosral Confederacy (a shipset based upon the Phong) and the  Tyrellian Imperium, an organic looking shipset I created!  (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
			  
		
		
		
		
		
		
	
		
		
	
	
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				April 10th, 2005, 06:35 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		sounds interesting... 
		
	
		
		
		
		
		
		
			
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Those who understand binary, and those who don't.
			 
		
		
		
		
		
		
	
		
		
	
	
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				April 11th, 2005, 06:57 AM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		Yes shiny weapons are a problem. I spent ages trying to balance mounted railguns in a mod. On the one hand they were clearly far too powerful at the high end, on the other hand I wanted them to uber and shiny just because it sounded cool.  
 
A dreadnought mounting 16" railguns blasting huge ship killer rails! BLAM!! 
		
	
		
		
		
		
		
		
			
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				April 11th, 2005, 03:27 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		
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				mac5732 said: 
the mods are all good and I would be interested in this one,  howeveer, I would like to see an AI that defends wormholes with bases, mines, sats and ships,  
			
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 Actually it is possible if you mod in a few satellites that are the size of space stations, and give the AI sat layer components big enough to hold them.
 
That's what I was trying to do with the Defense Platforms in the Pointer Mod, but I just haven't written the AI for it, and there are still some conflicts with the standard Satellites.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				April 11th, 2005, 03:35 PM
			
			
			
		  
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				Re: Massive Mod under construction
			 
             
			
		
		
		
		Regarding mounts: 
 
 - Do Not try to use a stock-like mount system.  You'll get uber-ed into the ground.  IMO stock is a bit more fun if you simply delete the mounts. 
 - Have some tradeoffs.  Give the bigger guns a bit more damage/kt, but decrease their accuracy and increase the price/kt.  Increase range, at the cost of damage.  Decrease damage for a significant price drop. 
 - Don't forget missiles.  Although you can't change the actual missile's stats or range, you can make the launcher pre-fire missiles by extending its range, or hold-fire by decreasing range so the enemy can't run away after the missile is launched. 
 - Mounts are not just for weapons anymore!  Component quality mounts can give you some variety in your internals hitpoints/cost/size.  Supply use can be adjusted on your engines and cloaking devices.  Use mounts to make fighter bays cheaper on carrier hulls.  Make cargo components smaller/cheaper on transport hulls.  Make colony modules smaller/cheaper on colony ships. 
		
	
		
		
		
		
		
		
			
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