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  #1  
Old July 10th, 2002, 08:28 AM
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Default Re: Starting a new MOD ...

who needs shields with that?

Can you say "Shard Cannon"?

But I'm not sure the use of Gatling mounts, the damage level is positively puny ... plus with 200-ish of them a single ship takes forever to finish firing at it's target, lol.

Compare damage per kiloton per firing rate ratios. The gatling mounts give more damage overall than normal weapons (pulsed is the best gatling mount, I think). They might even be better than Large Mount weapons; I forget exactly. And play strategic combat. You don't have to watch 200 beams fire from every ship.

[ July 10, 2002, 07:30: Message edited by: Imperator Fyron ]
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  #2  
Old July 10th, 2002, 10:24 PM
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Default Re: Starting a new MOD ...

"And play strategic combat. You don't have to watch 200 beams fire from every ship. "
But then, those of us who are obsessive-compulsive would have to watch the replays. And you know how hard it is to watch the AI run your ships...
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Old July 12th, 2002, 05:18 AM
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Default Re: Starting a new MOD ...

Well, if you play PBW then you dont' have a choice, and what's up with some replays not being available?

Quote:
The gold Version is available in the downloads section
Where might this so called "downloads section" be found?

I'm interested to say the least.
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Old July 12th, 2002, 06:13 AM
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Default Re: Starting a new MOD ...

I wonder; how many people besides myself owuld like to see more variety in mine-design than just "biggest type, best warheads, pack 'em in" ... ?

I'm talking about the option to build mines with warheads set to specific types of damage (i.e. engine-only for the ship-capture fanatic; burn the engines out, they can't run, capture them at your leisure).

Has such been done before? If so, did it work? And where was it tried ... ?

I'm also planning on including a "small XXXXX" for most special armor types (where applicable; picture a Small Organic armor with 6 or 9 hp that regenerates 3hp per turn; would that be workable for Troop and Fighter units?).

*sigh* I'll tell you though, if I'd realised BEFOREHAND, howmuch I was letting myself in for ... *gak* I might've decided against trying to make a mod! heh!

My biggest problem will be finding enough suitable/appropriate artwork for the hug eincrease in number of components available. I have the general pack of stuff for everyone to use, and it's a -start- ... but only a start, and just barely that! Any suggestions ... ?
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Old July 12th, 2002, 06:35 AM

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Default Re: Starting a new MOD ...

Special mine warheads can work. They'll work better with the next Gold patch IIRC.

"I'm also planning on including a "small XXXXX" for most special armor types (where applicable; picture a Small Organic armor with 6 or 9 hp that regenerates 3hp per turn; would that be workable for Troop and Fighter units?)."

Won't work. Units don't take partial damage; they're either dead or not. And if they're dead, organic armor isn't going to help

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Old July 12th, 2002, 07:00 AM
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Default Re: Starting a new MOD ...

check the mine thread IIRC i posted in it recently heha (I'm a horse) wtf wow im tired and drunk.
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Old July 12th, 2002, 07:47 AM
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Default Re: Starting a new MOD ...

Quote:
Originally posted by Phoenix-D:
Special mine warheads can work. They'll work better with the next Gold patch IIRC.
More impetus to get SE4 gold for myself ... heh.

Quote:
"I'm also planning on including a "small XXXXX" for most special armor types (where applicable; picture a Small Organic armor with 6 or 9 hp that regenerates 3hp per turn; would that be workable for Troop and Fighter units?)."

Won't work. Units don't take partial damage; they're either dead or not. And if they're dead, organic armor isn't going to help

Phoenix-D
Hmm. How EXACTLY does partial damage not work on small units ... do you have to do sufficient damage in a single hit to destroy the entire unit, or is it only that specific -components- aren't destroyed one at a time?

I could then maybe at least give the Organic tech tree self-repairing/regenerating (in combat, even!) features for sattelites and fighters, and just let the small organic armor bebased on some other sort of organic armor (I plan on more than just the basic type in SE4), if the total HP is still tracked per unit. As a rough guess, maybe 1/10 the "hull" size in hp per round ... d'you think that would work?

Small Stealth and Small Scattering armors should work at least, that's just adds to the ECM defense total.

... right?

I'll have to delve into how mines are swept, how I can maybe change that process, and see if armored (even shielded?) -mines- might not be possible, too. Less bang per mine, but harder to sweep ... if I had that choice, I'd REALLY have to weigh both sides carefully ...

Anyway, thanks for pointing out the problem inherent in regeneratign -small- armor types. 8) Especially helpful, since at this stage I'm working solely pencil-and-notebook on the ideas stage ... so it's easy enough to cross out an idea and put a "why not" note next to it. Much easier than hunting down an errant line or three of code, later.
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