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September 17th, 2002, 01:01 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Pirates and Nomads
Quote:
There is nothing that says the structure has to increase with hull size, only tonnage.
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Hmmm. Good point. I guess a larger Version could be just as fragile as the smaller Version (Though I'd think upscaling size would increase robustness to some degree).
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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September 17th, 2002, 01:41 AM
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National Security Advisor
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Re: Pirates and Nomads
True jimbob- but they also make larger targets.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 17th, 2002, 02:06 AM
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Private
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Re: Pirates and Nomads
I do have a question about the mod, SJ. I have run into at least two ship components that have no pictures, and when you click on them for a description, you get a blank screen and an error. Is there anywhere I can download new files for these? I've seen this for Neural Tendrils and the Heavy Bombardment Missile so far.
[ September 17, 2002, 01:10: Message edited by: Rainstorm ]
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September 17th, 2002, 02:36 AM
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National Security Advisor
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Re: Pirates and Nomads
You need the components pack from the Image Mod pack. You can get it HERE.
Geo
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September 17th, 2002, 02:53 AM
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Private
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Re: Pirates and Nomads
Thanks Geo. What threw me was I had most of the new components working fine, just a few had no graphics.
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September 17th, 2002, 03:25 AM
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Private
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Re: Pirates and Nomads
Argh, sorry to keep posting these problems I am having. I loaded the new images from the image packs, and as the readmes said, I removed the old files like Components in favor of the new files, now my saved games won't load, it gives me an error saying it can't find the Components file. Do I need to rename the newcomponents to just components?
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September 17th, 2002, 03:29 AM
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Shrapnel Fanatic
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Re: Pirates and Nomads
Quote:
Originally posted by geoschmo:
I think you are reading something into the idea that isn't there. And if it is and I missed it you can certainly take it out. The idea as Pax explained it is each engine would move the ship one MP as it does in the stock game, but that as ships get larger each engine takes up more space indiviually. There is nothing that says the structure has to increase with hull size, only tonnage. So basehip engine under this system will be just as suceptible to engine damaging weapons as escort engines.
Geoschmo
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That may be, but I would still prefer a system using many small engines than just a few huge engines. There is much more flexibility in such a system, allowing for more diversity in movement. With the big engines, you would get movement rates like 3, 6, 9, instead of anywhere between 1 and 9.
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September 17th, 2002, 04:08 AM
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Lieutenant Colonel
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Re: Pirates and Nomads
Quote:
Originally posted by Rainstorm:
Do I need to rename the newcomponents to just components?
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Yup.
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September 17th, 2002, 04:17 AM
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National Security Advisor
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Re: Pirates and Nomads
"There is much more flexibility in such a system, allowing for more diversity in movement. With the big engines, you would get movement rates like 3, 6, 9, instead of anywhere between 1 and 9."
No. You make an engine that gives 1 MP, and make it, oh, 20000t. (the point is that it's too big to use).
Then you make a mount for each ship size, restrict it to only that ship size. It reduces the engine size to an appropriate number. It's just like standard SE4 movement (minus movement bonuses), only the engines themselves get bigger as the ships do.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 17th, 2002, 04:58 AM
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Shrapnel Fanatic
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Re: Pirates and Nomads
That's not quite the system Pax had proposed. I'd still prefer to have 30 engines than 3.
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