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  #1601  
Old February 9th, 2004, 05:13 PM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by aiken:
quote:
Originally posted by Captain Kwok:
Also, there seems to be a half attempt at leaky armor (some components have low, low, structure points as you expect, while others do not) - but at the same time all the armor has the damaged first ability so it is kind of a mix-up.
...with the exception of Armor, Emissive Armor, and Dominion Varethiel Armor, which have no Armor ability.
My mistake - I had looked at the wrong file when I made that comment.

However, their are a number of components like remote miners, weapons, etc, that don't have the appropriate reduction to structure as expected with leaky armor.
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  #1602  
Old February 9th, 2004, 06:11 PM
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Default Re: STM "Final v1.7.5" Discussion

Umm... why would you ever reduce the hit points of other components when implementing leaky armor? They should be left alone! Big bulky components have a high chance of being hit anyways. Normally, leaky armor will have 20 or more hp/kT, so there will be so many more hit points associated with the leaky armor than those other components that the leaky armor gets hit more often. And if you think about it, those sorts of components are primarily on the outside of the hull anyways (remote miners, weapons, engines), so deserve to have a higher chance of getting hit! Leaky armor should not be designed to get hit first nearly all of the time, just a larger portion of the time than "internals." The armor is spread all over the hull, after all, and it is possible to shoot a spot where the armor has already been destroyed.

[ February 09, 2004, 16:13: Message edited by: Imperator Fyron ]
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  #1603  
Old February 9th, 2004, 10:58 PM
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Default Re: STM "Final v1.7.5" Discussion

DavidG, make sure to send in the savegame with your password and the data files (just the data folder would suffice) to MM so they can try to get the bug that causes this fixed!

My guess is that they chose the planet as the target, but could not fire, so just got skipped.

[ February 09, 2004, 20:59: Message edited by: Imperator Fyron ]
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  #1604  
Old February 9th, 2004, 11:24 PM
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Default Re: STM "Final v1.7.5" Discussion

Umm...

In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components - standard practice, just ask SJ. Using your suggestion, you'd have craploads of hps that in this case would not be appropriate.

I'm not an idiot Fyron and I know how to implement a leaky system. Sheesh.
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  #1605  
Old February 10th, 2004, 12:22 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components
Most leaky armor systems increase the hp/kT of the leaky armor and leave the hit points of other components alone.

All the mods SJ has worked on with leaky armor have normal hit point levels for the other components Kwok. B5 Mod, for example. It has light leaky armor with up to 15 hp/kT. It doesn't have shield generators though, so you do not need it to have quite as many hit points. You are the only person I have ever heard advocating reducing the hit points of lots of other components when making leaky armor! Also, leaky armor _should_ have more hp/kT than shield generators provide shields, otherwise they are extremely weak by comparison! Shields have the advantage of being a single layer that must be gotten through, whereas leaky armor is not a single magic wall. It needs a lot more hit points to remain viable.

[ February 09, 2004, 22:25: Message edited by: Imperator Fyron ]
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  #1606  
Old February 10th, 2004, 01:03 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Captain Kwok:
No.

I was thinking along the lines of supplies or something to that effect.

E-mail the game files to me. I'll take a look.
David I would also like to have this game file please.
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  #1607  
Old February 10th, 2004, 01:07 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by DavidG:
So any reason the Federation get such a big early atvantage in weapons tech compared to the Romulans and Klingons?

Consider:

After researching Physics the Feds get Phasors and Mini pulse phasors (a Traget 'all but seekers' weapons that skips armour)

After researching Physics the Klingons and Romulans get Mini Disrupters only( a SHIP ONLY targeting weapon that skips armour). They then have to research this to level 5 before getting disruptors that can target satellites/planets/stations etc. In fact untill they get to level 5 the have NO racial weapons that can target Planets or Stations.
In the latest Version, 1.5.1 all weapons tech for each race should not have beam weapons until after Level 3 or 5 Energy Stream Weapons.

Federation Pulse Phasers - Level 3 Energy Stream Weapons
Federation Phasers - Level 5 Energy Stream Weapons

If they are getting these weapons sooner, then it is a bug and I will address it ASAP.

[ February 09, 2004, 23:11: Message edited by: Atrocities ]
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  #1608  
Old February 10th, 2004, 01:25 AM
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Default Re: STM "Final v1.7.5" Discussion

Regarding leaky armor, I thought we discussed this some time ago and we agreed that the system being used as a good system. IE The armor was working accordingly as planned. I recall getting a few compliments on how it was designed.

When discussion things like armor and SIF's I should point out that we had a lot of issues with the AI. Currently the AI in SE IV simply does not work well with concept ideas such as LA and SIF's. Either it would add more than it was suppose to, or not add it at all. It was a significant pain in the ***.

About mounts. Mounts were never really considered for the mod until after I started getting suggestions from players. I think mounts add to a game, and agree that balance is a must. Mounts can be improved, and I will make it a top priority for the next Version of the mod.

Ship sizes and costs, those are an on going tweaking process that is both rewarding and disappointing.

I have adjusted the cost of the Defian slighty in the latest Version. (1.5.1)

Klingon weapons were not the issue in our game Kwok, it was the way I researched. I spent most of my research on WMD's and not enough on pratical weapons.

REST ASSURED, the weapons in the next Version are going to be drastically revised! All of them.

I am after all only one man, and as much as I enjoy working on this mod, even I need a break.

Please continue play testing the mod. The more feed back and suggestion, bugs and quirks that can be addressed between now and the next Version will be the differance between a good mod, and a horrible mod.

Right now I would rate the STM as a 3 on a scale of 1 to 10. 10 being excellent, 1 being horrible.


1609

[ February 09, 2004, 23:28: Message edited by: Atrocities ]
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  #1609  
Old February 10th, 2004, 01:57 AM
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Default Re: STM "Final v1.7.5" Discussion

Quick suggestion:

Make the pulse phasers available after the regular phasers - after all they're supposed to be more advanced - well sort of.
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  #1610  
Old February 10th, 2004, 01:59 AM
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Default Re: STM "Final v1.7.5" Discussion

Second quick point:

You should really talk to UserX about the future of the mod. He has a lot of good ideas and has already done lots of data work. He has told me that he wants to work with on Version 2. So go talk to him! It will help ease your workload on this mod!
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