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October 22nd, 2007, 11:16 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: A question about Q-Ships
The increased speed was a reflection of improved engines, to better serve as a raider.
The cloaking suggestion you made was a good one, though I'm curious as to how to go about it. Any suggestions?
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October 23rd, 2007, 12:33 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: A question about Q-Ships
All you have to do is add the cloaking abilities to the hull entry in VehicleSizes.txt. You could even cut and paste them from one of the mines.
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October 23rd, 2007, 01:23 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
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Re: A question about Q-Ships
Is this more along the lines of what you were suggesting?
Name := Small Q-Ship
Short Name := Small Q-Ship
Description := A transport ship outfitted as a commerce raider or armed transport. A transport ship outfitted as a commerce raider or armed transport.
Code := SQ
Primary Bitmap Name := TransportSmall
Alternate Bitmap Name := TransportSmall
Vehicle Type := Ship
Tonnage := 300
Cost Minerals := 250
Cost Organics := 100
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 3 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 1
Requirement Min Crew Quarters := 1
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 20
Name := Medium Q-Ship
Short Name := Medium Q-Ship
Description := A transport ship outfitted as a commerce raider or armed transport.
Code := MQ
Primary Bitmap Name := TransportMedium
Alternate Bitmap Name := TransportMedium
Vehicle Type := Ship
Tonnage := 600
Cost Minerals := 400
Cost Organics := 200
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 4
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 3 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 2
Requirement Min Crew Quarters := 2
Requirement Uses Engines := True
Requirement Max Engines := 6
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 30
Name := Large Q-Ship
Short Name := Large Q-Ship
Description := A transport ship outfitted as a commerce raider or armed transport.
Code := LQ
Primary Bitmap Name := TransportLarge
Alternate Bitmap Name := TransportLarge
Vehicle Type := Ship
Tonnage := 900
Cost Minerals := 550
Cost Organics := 300
Cost Radioactives := 0
Engines Per Move := 1
Number of Tech Req := 1
Tech Area Req 1 := Ship Construction
Tech Level Req 1 := 6
Number of Abilities := 5
Ability 1 Type := Cloak Level
Ability 1 Descr := Prevents level 3 Active EM scans.
Ability 1 Val 1 := EM Active
Ability 1 Val 2 := 3
Ability 2 Type := Cloak Level
Ability 2 Descr := Prevents level 3 Passive EM scans.
Ability 2 Val 1 := EM Passive
Ability 2 Val 2 := 3
Ability 3 Type := Cloak Level
Ability 3 Descr := Prevents level 3 Psychic scans.
Ability 3 Val 1 := Psychic
Ability 3 Val 2 := 3
Ability 4 Type := Cloak Level
Ability 4 Descr := Prevents level 3 Gravitic scans.
Ability 4 Val 1 := Gravitic
Ability 4 Val 2 := 3
Ability 5 Type := Cloak Level
Ability 5 Descr := Prevents level 3 Temporal scans.
Ability 5 Val 1 := Temporal
Ability 5 Val 2 := 3
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 3
Requirement Min Crew Quarters := 3
Requirement Uses Engines := True
Requirement Max Engines := 5
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 40
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October 31st, 2007, 02:17 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
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Re: A question about Q-Ships
I think he suggested cloacking level 1 instead of 3, so, with the use of components, you eventually can reach cloack level 4...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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November 2nd, 2007, 01:08 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: A question about Q-Ships
Perfect. How do they play in the game?
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November 2nd, 2007, 08:55 PM
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Sergeant
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Join Date: Oct 2005
Location: Cleveland, USA
Posts: 224
Thanks: 11
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Re: A question about Q-Ships
And almost as important--how do they look? They should look like mass-produced freighters. They should be functional-looking, but also cool-looking.
__________________
-- Tony
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November 3rd, 2007, 07:03 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: A question about Q-Ships
They look the same as a normal transport, of course. That's the whole point.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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November 6th, 2007, 02:56 PM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
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Re: A question about Q-Ships
They function quite well, though they do look like any other transport.
The purpose of the Level 3 cloaking ability is to completely confound an enemy about it's true nature.
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