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February 8th, 2001, 12:26 AM
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Corporal
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Join Date: Jan 2001
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Re: Pacifist / paralysing mines
I knew there had to be a good idea in there somewhere.
Thanks for creating it Lerchey, my feeble brain wasn't up to the task. If it works it would be a little too much advantage for the psychics....
We send ships, they never report back. We know there's some sort of minefield in there....we send in minesweepers and they join the enemy....hmmmm.
I believe that warp weapons random move ability only works on the tactical map (I have been known to be wrong...quite regularly in fact)
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February 8th, 2001, 12:53 AM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
All,
Thanks!
I knew I was overlooking something... I just didn't know what.
I'll do a more thorough test tomorrow and will let y'all know if it works. If it does, I plan to do a bunch of more interesting mines, which I'll make available.
John
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February 9th, 2001, 05:41 AM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
Ok. Well, I still did something wrong. I tested the mines today and instead of attempting to capture ships, they blew them up! And they had ONLY my Allegiance Converted Warheads on them. Back to the ol' drawing board.
John
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February 9th, 2001, 04:07 PM
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Private
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Join Date: Feb 2001
Location: Michigan, USA
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Re: Pacifist / paralysing mines
I looked over your codes there but I can't see anything wrong with them, not that that's saying much considering that I only got my copy of SEIV in the Last week or so...
Does anyone have any idea why the Allegiance Subverter weapon has a damage rating? For instance, here is the setting for the level 1 weapon:
Weapon Damage At Rng := 50 40 30 20 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
What is the point of that? Why "50 40 30 20 10" if it doesn't cause any damage? Why not just not "1 1 1 1 1"? Do these things sometimes fail if they are fired at long range? I thought that the WDAR rating was just because this weapon needed the setting set to something or it wouldn't have any range at all.
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February 9th, 2001, 04:19 PM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
The allegiance subverter has a damage rating in order to "damage" the crew, and thus subvert them. Eg, at long range, it has a value of 20kt. A crew quarters component has a value of 10kt. That gives the subverter a damned good shot at "killing" the crew of a ship with only one crew quarters component. OTOH, if a ship had 4 crew quarters, the subverter would need to convert 40kt of crew with a 20kt damage weapon, which gives the ship a much better chance of surviving the attack.
But I still don't understand why my subVersion mines did actual damage to the ship.
John
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February 9th, 2001, 09:31 PM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Pacifist / paralysing mines
Allegence converters probably only work in combat. Mine attacks may not be considered combat in the terms of the game engine so it may not work. The "damage" is probably the only thing that is working. I don't know this for sure but that is what it sounds like is happening.
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February 9th, 2001, 10:51 PM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Pacifist / paralysing mines
I'm thinking that you may just be right. I'll go ahead and get to work on some of the other, somewhat more standard mine conVersions I wanted to try.
Thanks!
John
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