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  #21  
Old October 1st, 2001, 05:11 AM
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Default Re: Stellar Manipulation Suggestion for 1.42

Yep. I have to play around with it some. If the ability is usable by non-facilities, it offers some intriguing mod possibilities too.

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  #22  
Old October 1st, 2001, 06:30 AM

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Default Re: Stellar Manipulation Suggestion for 1.42

The possibility that leapt immediately to mind was giving a planet the system-grav-shield function, sealing the system until whoever's trapped inside develops tectonic disruption weapons powerful enough to destroy it. A pity the AI isn't very clever, one could set up a cute "ancient evil sealed away by ancient foes" scenario with the ancient evil breaking out of their ancient prison to menace the younger races. A human could play that role in PBW, though.

I suppose you could give it to a sun as well in that case, so that anyone trapped inside has to commit suicide in order to free themselves. But that's kind of pointlessly mean.

Oh, on the other hand, one could use the map editor to make one-way warp points leading into such a "sealed" system. Kind of an interesting situation for the crews; they'd better hope there's a colonizable planet in there.
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  #23  
Old October 1st, 2001, 06:11 PM

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Default Re: Stellar Manipulation Suggestion for 1.42

This is fantastic news. I have to admit that I had been giving the game a rest for awhile; until the patch came out (I got back into Age of Wonders - another fabulous turn-based strat game - 'plug'). With the news of this fix, alongside Intel being fixed, I cannot wait to play again.

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  #24  
Old October 1st, 2001, 09:33 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Stellar Manipulation Suggestion for 1.42

Now if only there could be 'levels' of effectiveness for stellar manipulation and the defenses against it so the game wasn't so simple. As it is now, you build a defense and that's it, you're safe. Hardly realistic.
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  #25  
Old October 2nd, 2001, 05:33 AM
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Default Re: Stellar Manipulation Suggestion for 1.42

At one point, someone had suggested making the Warp Point creation ships one-shot ships like the SM ships that destroy stars. Granted, you pay a huge maintenance cost for SM ships already. What effect do you think it would have on the game if the SM components were non-repairable?

I have forgotten now. Did they require that SM components have to be repaired at a space station?

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  #26  
Old October 2nd, 2001, 07:51 PM
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Default Re: Stellar Manipulation Suggestion for 1.42

quote:
Originally posted by raynor:
At one point, someone had suggested making the Warp Point creation ships one-shot ships like the SM ships that destroy stars. Granted, you pay a huge maintenance cost for SM ships already. What effect do you think it would have on the game if the SM components were non-repairable?

I have forgotten now. Did they require that SM components have to be repaired at a space station?




What? So "this component is destroyed after use" actually means "this component is DAMAGED after use but can be repaired" ?!

Is this damage repaired in a single turn like other damaged components?

This makes a HUGE difference in my current game (my first long-term PBW game). I've just now researched Warp-point manipulation, but was putting it off as the ships were going to take about 2.4 years to build. But if I can just repair the component, then WHO CARES how expensive they are to build, they can be reused indefinitely.

Granted I'm coming at this from the other angle, but in my opinion reducing them to true single-shot ships would make a HUGE difference.

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  #27  
Old October 2nd, 2001, 11:46 PM
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Default Re: Stellar Manipulation Suggestion for 1.42

Only Emergency movement pods and Emergency supply pods require a spaceyard to repair.

You could add the same ability to SM components, thus forcing them to be brought back to a Spaceyard for replacement.
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  #28  
Old October 3rd, 2001, 01:07 AM

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Default Re: Stellar Manipulation Suggestion for 1.42

"Is this damage repaired in a single turn like other damaged components?"

Yes. In SE4, there is NO SUCH THING as a damaged component. It's 100% or gone. But unlike space yards, repair yards repair a set number of components per turn, no matter how expensive the component is.

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  #29  
Old October 3rd, 2001, 01:16 AM

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Default Re: Stellar Manipulation Suggestion for 1.42

quote:
Originally posted by suicide_junkie:
Only Emergency movement pods and Emergency supply pods require a spaceyard to repair.

You could add the same ability to SM components, thus forcing them to be brought back to a Spaceyard for replacement.



What's stopping you building a spaceyard ship with a WP opener or closer? It only costs you 500kt of space! In that case I would through in an emergency populsion pod too!
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  #30  
Old October 3rd, 2001, 01:41 AM

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Default Re: Stellar Manipulation Suggestion for 1.42

"Only"?

You're talking a total of at least 600kt there. In other words, you'll need a Battleship sized ship just to make it, to say nothing of having decent speed and defenses.

Battleships are also the first ship with major speed drop, and the third to LAST ship size.

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