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October 29th, 2001, 08:23 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: A pirates life for me...
See my post below, quoted right from the mod picker's documentation.
The docs say theres a text file to edit, where you can add an arbitrary modpath to the modpicker.
Theres also an option "add mod" to add arbitrary directory modpaths from within the Mod picker.
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November 8th, 2001, 08:30 AM
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Captain
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Re: A pirates life for me...
I just noticed something about organic armor, it seems about worthless. Using hardened mini shield generators you get a slightly decreased slightly smaller tonnage structure and a greatly increased defense from shields with a slightly smaller regen. This makes Organic armor about useless. I could be wrong about this though.
[This message has been edited by ZeroAdunn (edited 08 November 2001).]
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November 8th, 2001, 08:42 AM
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National Security Advisor
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Re: A pirates life for me...
"special mines warheads that target only certain things like engines, i know u have tried this before (in ULtimate maybe) but who cares if hte Ai can't use them"
Given enough fiddling, the AI CAN use special-type warheads. The problem would be getting them to use more than one type at once- i.e. explosion OR ion OR distruptor OR AP would be easy- explosive AND ion would be hard.
Phoenix-D
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November 8th, 2001, 12:33 PM
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Lieutenant General
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Re: A pirates life for me...
can you create another design type so that there are multiple kinds of mines
(like attack ships and defense ships) that way they would use different kinds of mines for different things?
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November 8th, 2001, 08:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: A pirates life for me...
quote: I just noticed something about organic armor, it seems about worthless. Using hardened mini shield generators you get a slightly decreased slightly smaller tonnage structure and a greatly increased defense from shields with a slightly smaller regen. This makes Organic armor about useless. I could be wrong about this though.
The key thing that you've forgotten is that the Organic Armor stores up hitpoints.
By the time your ships are in range, your armor has built up 10 rounds of regen.
In this case, that is enough to repair all your armor once over.
So, take the organic armor hitpoints and double them, then compare it to the HMSGs
For warp-point combat, the OA will be at a disadvantage, but it is great at siege warfare, where you could spend 15+ turns getting into range, and have a ton of regen stored.
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November 8th, 2001, 11:05 PM
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First Lieutenant
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Re: A pirates life for me...
Oh!
That's how organic armor works. I've always wondered about it's value. Never bothered to use it.
-Jimbob
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November 8th, 2001, 11:12 PM
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Captain
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Re: A pirates life for me...
Organic armor stores up hitpoints? Had no idea.
It's to bad organic armor can't repair other pieces of armor anymore, then it would make it one bad assed component.
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November 9th, 2001, 01:52 AM
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Shrapnel Fanatic
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Re: A pirates life for me...
Wha?
Organic armor will repair other organic armor components, but why would it ever repair regular sheet metal armor?
If you wanted to mod it to do so, all you'd have to do is give the regular armor 0 or 1 organic regen ability.
In P&N, the best armor is either BioCrystal, or PlasmaProjection (Premium mount). Premium mount PPA gives you the best HP/KT, while Biocrystal gives you a healing crystalline effect.
BCA is nearly immune to small weapons fire, while suffering against Massive damage attacks. PPA has the sheer hitpoints to withstand the Massive attacks, but gets worn down from the small blows.
P&N organic armor will provide anywhere from 5 to 20 HP/KT, depending on the rate at which your ship takes damage.
Unmodded SE4 OA provides upto 35 HP/KT!!! Compare that to 5 HP/KT for the best unmodded armor, and 8HP/Kt for the best unmodded shields.
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November 9th, 2001, 06:49 AM
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Captain
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Re: A pirates life for me...
quote: Originally posted by suicide_junkie:
Wha?
Organic armor will repair other organic armor components, but why would it ever repair regular sheet metal armor?
A while back there was a bug where the regenerate armor ability would regenerate armor even if it didn't have the regen ability, so long as there was a component that had it. It was a bug, it got fixed.
It seems with all these new mods to P&N the organic armor just isn't as usefull as it used to be, and you spend a heck of a lot of points to get it. (yes I know you also get the weapons, but I am a big organic armor fan in case you haven't noticed.)
[This message has been edited by ZeroAdunn (edited 09 November 2001).]
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November 9th, 2001, 07:30 AM
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Shrapnel Fanatic
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Re: A pirates life for me...
I reduced the regen rate because it was just insanely high.
By the time an OA ship entered combat, it could rebuild its armor three times over. That rises higher while you fight.
Essentially, you had to destroy every Last piece of armor in one combat turn in order to get through.
In P&N now, OA is supported by shields and normal armor, since they give you time to build up some regen.
If in doubt, try putting BioCrystal armor on your ships
And don't forget OA is dirt cheap (compare with shields and armor by $/HP), and costs all organics, resulting in very short build times.
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[This message has been edited by suicide_junkie (edited 11 November 2001).]
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